3 and 3.5 edition classes - · pdf filepathfinder rpg - extended classes 3rd and 3.5 edition...

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Pathfinder RPG - Extended Classes 3 rd and 3.5 Edition Classes The following classes come from the original (non-OGL) 3 rd and 3.5 Editions of Dungeons and Dragons. Some of these classes, however, were quite interesting and offered additional player choice and flavor with very little in the way of drawbacks. Beguiler (Player's Handbook II) The beguiler is an interesting class that mixes rogue abilities with magic, specifically illusion and enchantment magics. It is similar to the bard in this way, but unlike the bard, the beguiler IS a rouge with magic, much like a duskblade is a fighter with magic. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp) Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha) Skill Ranks per Level: 6 + Int modifier Lvl BAB Fort Ref Will Special 1 st 2 nd 3 rd 4 th 5 th 6 th 1 st +0 +0 +2 +2 Armored Mage, Trapfinding 1 - - - - - 2 nd +1 +0 +3 +3 Cloaked Casting (+1) 2 - - - - - 3 rd +2 +1 +3 +3 Advanced Learning 3 - - - - - 4 th +3 +1 +4 +4 Sneak Attack +1d6 3 1 - - - - 5 th +3 +1 +4 +4 Silent Spell 4 2 - - - - 6 th +4 +2 +5 +5 Improved Feint 4 3 - - - - 7 th +5 +2 +5 +5 Advanced Learning 4 3 1 - - - 8 th +6/+1 +2 +6 +6 Cloaked Casting (+2), Sneak Attack +2d6 4 4 2 - - - 9 th +6/+1 +3 +6 +6 5 4 3 - - - 10 th +7/+2 +3 +7 +7 Still Spell 5 4 3 1 - - 11 th +8/+3 +3 +7 +7 Advanced Learning 5 4 4 2 - - 12 th +9/+4 +4 +8 +8 Sneak Attack +3d6 5 5 4 3 - - 13 th +9/+4 +4 +8 +8 5 5 4 3 1 - 14 th +10/+5 +4 +9 +9 Cloaked Casting (+3) 5 5 4 4 2 - 15 th +11/+6/+1 +5 +9 +9 Advanced Learning 5 5 5 4 3 - 16 th +12/+7/+2 +5 +10 +10 Sneak Attack +4d6 5 5 5 4 3 1 17 th +12/+7/+2 +5 +10 +10 5 5 5 4 4 2 18 th +13/+8/+3 +6 +11 +11 5 5 5 5 4 3 19 th +14/+9/+4 +6 +11 +11 Advanced Learning 5 5 5 5 5 4 20 th +15/+10/+5 +6 +12 +12 Cloaked Casting (+4), Sneak Attack +5d6 5 5 5 5 5 5 Class Features: All of the following are class features of the beguiler. 1

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Pathfinder RPG - Extended Classes

3rd and 3.5 Edition ClassesThe following classes come from the original (non-OGL) 3rd and 3.5 Editions of Dungeons and

Dragons. Some of these classes, however, were quite interesting and offered additional player choice and flavor with very little in the way of drawbacks.

Beguiler (Player's Handbook II)

The beguiler is an interesting class that mixes rogue abilities with magic, specifically illusion and enchantment magics. It is similar to the bard in this way, but unlike the bard, the beguiler IS a rouge with magic, much like a duskblade is a fighter with magic.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp)

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Skill Ranks per Level: 6 + Int modifier

Lvl BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Armored Mage, Trapfinding 1 - - - - -2nd +1 +0 +3 +3 Cloaked Casting (+1) 2 - - - - -3rd +2 +1 +3 +3 Advanced Learning 3 - - - - -4th +3 +1 +4 +4 Sneak Attack +1d6 3 1 - - - -5th +3 +1 +4 +4 Silent Spell 4 2 - - - -6th +4 +2 +5 +5 Improved Feint 4 3 - - - -7th +5 +2 +5 +5 Advanced Learning 4 3 1 - - -8th +6/+1 +2 +6 +6 Cloaked Casting (+2), Sneak Attack +2d6 4 4 2 - - -9th +6/+1 +3 +6 +6 5 4 3 - - -

10th +7/+2 +3 +7 +7 Still Spell 5 4 3 1 - -11th +8/+3 +3 +7 +7 Advanced Learning 5 4 4 2 - -12th +9/+4 +4 +8 +8 Sneak Attack +3d6 5 5 4 3 - -13th +9/+4 +4 +8 +8 5 5 4 3 1 -14th +10/+5 +4 +9 +9 Cloaked Casting (+3) 5 5 4 4 2 -15th +11/+6/+1 +5 +9 +9 Advanced Learning 5 5 5 4 3 -16th +12/+7/+2 +5 +10 +10 Sneak Attack +4d6 5 5 5 4 3 117th +12/+7/+2 +5 +10 +10 5 5 5 4 4 218th +13/+8/+3 +6 +11 +11 5 5 5 5 4 319th +14/+9/+4 +6 +11 +11 Advanced Learning 5 5 5 5 5 420th +15/+10/+5 +6 +12 +12 Cloaked Casting (+4), Sneak Attack +5d6 5 5 5 5 5 5

Class Features: All of the following are class features of the beguiler.

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Weapon and Armour Proficiency: A beguiler is proficient with all simple weapons, plus hand crossbow, rapier, sap, shortsword, and shortbow. Beguilers are also proficient with light armor but not with shields.

Spells: A beguiler casts arcane spells drawn from the beguiler spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a beguiler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a beguiler’s spell is 10 + the spell level + the beguiler’s Charisma modifier.

Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table. In addition, he receives bonus spells per day if he has a high Charisma score.

The beguiler’s selection of spells is extremely limited. A beguiler begins play knowing four 0-level spells and two 1st level spells of the beguiler’s choice. At each new beguiler level, he gains one or more new spells, as the bard does. (Unlike spells per day, the number of spells a beguiler knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third beguiler level after that (8th, 11th, and so on), a beguiler can choose to learn a new spell in place of one he already knows. In effect, the beguiler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level beguiler spell the beguiler can cast. A beguiler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A beguiler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Beguilers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Armored Mage (Ex): At 1st level, a beguiler is proficient with casting with limited mobility, allowing him to cast arcane spells with somatic components while wearing light armor, but not while using a shield (even if he is proficient with it). This training does not extend to other types of armor, nor does it apply to any arcane spells gained from another casting class.

Trapfinding (Ex): A beguiler adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps.

Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. The beguiler gains +1 to the spell's save DC and gains a +1 to overcome the spell resistance of any affected target. This bonus is only in effect against a foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This bonus gains an additional +1 every six beguiler levels thereafter (8th, 14th, 20th).

Advanced Learning (Ex): At 3rd level and every 4th level thereafter (7th, 11th, 15th, 19th) a beguiler may add a new spell to his list from the Sorcerer/Wizard spell list. This spell must be of a level no higher than that of the highest-level spell you already know, and once added is considered a beguiler spell for the intents of any other beguiler abilities.

Sneak Attack (Ex): If a beguiler can catch an opponent when he is unable to defend himself effec-tively from his attack, he can strike a vital spot for extra damage. The beguiler's attack deals extra damage

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anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the beguiler flanks his target. This extra damage is 1d6 at 4 th level, and increases by 1d6 every four beguiler levels thereafter. Should the beguiler score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a beguiler can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The beguiler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A beguiler cannot sneak attack while striking a creature with concealment.

Silent Spell (Ex): At 5th level you gain Silent Spell as a bonus feat, even if you do not meet the prerequisites otherwise. Beguiler spells effected by this metamagic feat are not treated as if they were 1 level higher for spells per day, although they are still subject to the increased casting time normal for spon-taneously casting metamagic enhanced spells.

Improved Feint (Ex): At 6th level you gain Improved Feint as a bonus feat, even if you do not meet the prerequisites otherwise. If the beguiler has already taken Improved Feint, the he gains Greater Feint instead.

Still Spell (Ex): At 10th level you gain Still Spell as a bonus feat, even if you do not meet the prereq-uisites otherwise. Beguiler spells effected by this metamagic feat are not treated as if they were 1 level higher for spells per day, although they are still subject to the increased casting time normal for sponta -neously casting metamagic enhanced spells.

Beguiler Spell List

The following are the spells available to the beguiler.

Cantrips: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Haunted Fey Aspect, Know Direc-tion, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Unwitting Ally

1st Level Spells: Alarm, Anticipate Peril, Beguiling Gift, Borrow Skill, Call Weapon, Cause Fear, Charm Person, Compel Hostility, Comprehend Languages, Cultural Adaptation, Dancing Lantern, Delu-sional Pride, Disguise Self, Erase, Flare Burst, Fumbletongue, Haze of Dreams, Hideous Laughter, Hypno-tism, Identify, Innocence, Lesser Confusion, Lock Gaze, Magic Mouth, Memory Lapse, Magic Aura, Negative Reaction, Obscure Object, Remove Fear, Share Language, Silent Image, Sleep, Swallow Your Fear, Tap Inner Beauty, Touch of Gracelessness, Unbreakable Heart, Undetectable Alignment, Unnatural Lust, Unprepared Combatant, Vanish, Ventriloquism, Vocal Alteration, Youthful Appearance

2nd Level Spells: Alter Self, Animal Trance, Blindness/Deafness, Blistering Invective, Blur, Calm Emotions, Charitable Impulse, Communal Share Language, Compassionate Ally, Darkness, Daze Monster, Delay Pain, Detect Thoughts, Determine Depth, Disguise Other, Dust of Twilight, Enter Image, Enthrall, Ghostly Disguise, Glitterdust, Haunting Mists, Heroism, Hidden Speech, Hold Person, Honeyed Tongue, Hypnotic Pattern, Invisibility, Locate Object, Mad Hallucination, Minor Image, Mirror Image, Misdirection, Miserable Pity, Oppressive Boredom, Pilfering Hand, Pyrotechnics, Qualm, Reckless Infatuation, Retrieve Item, Scare, Seducer's Eyes, Share Memory, Silence, Steal Voice, Suggestion, Tongues, Trail of the Rose, Unadulterated Loathing, Whispering Wind

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3rd Level: Aura of the Unremarkable, Blink, Blot, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Curse of Disgust, Daylight, Deep Slumber, Dispel Magic, Displacement, False Alibi, Fear, Glibness, Good Hope, Illusory Script, Invisibility Sphere, Lesser Geas, Major Image, Malicious Spite, Martial Marionette, Overwhelming Grief, Remove Curse, Scrying, Secret Page, See Invisibility, Seek Thoughts, Slow, Smug Narcissism, Terrible Remorse, Vision of Hell, Witness

4th Level: Apparent Master, Break Enchantment, Denounce, Detect Scrying, Dominate Person, Envious Urge, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Hold Monster, Locate Crea-ture, Mass Daze, Modify Memory, Primal Scream, Rainbow Pattern, Repel Vermin, Serenity, Shadow Conju-ration, Shadow Step, Utter Contempt, Wandering Star Motes, Zone of Silence

5th Level: Cloak of Dreams, Covetous Aura, Dream, False Vision, Foe to Friend, Greater Dispel Magic, Greater Heroism, Joyful Rapture, Mass Suggestion, Mind Fog, Mirage Arcana, Mislead, Persistent Image, Phantasmal Web, Seeming, Shadow Evocation, Shadow Walk, Unwilling Shield, Vengeful Outrage

6th Level: Euphoric Tranquility, Eyebite, Find the Path, Fool's Forbiddance, Geas/Quest, Greater Scrying, Irresistible Dance, Mass Charm Monster, Overwhelming Presence, Permanent Image, Programmed Image, Project Image, Unconscious Agenda, Veil, Waves of Ecstasy

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Dragon Shaman (Player's Handbook II)

The Dragon Shaman is a cool class that really throws a wrench in the classic “Paths to Power” char -acter build ideology. They provide buffs like a bard, and damage effects like an arcane spell caster, but have the sturdiness to get into the fray of battle to spread some hurt face to face like a cleric. This build really just tightens up their focus, adjusts their aura progression to give them more variety, and gives them a little more melee ability in a thematic way.

Alignment: Any, although often in line with their chosen dragon totem.

Hit Die: d8

Starting Wealth: 2d6 x 10 gp (average 70 gp)

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int Modifier

Lvl BAB Fort Ref Will SpecialAura

BonusAuras

Known1st +0 +2 +0 +2 Dragon Totem, Dragon Claw 1d4 +1 22nd +1 +3 +0 +3 Breath Weapon +1d6 +1 33rd +2 +3 +1 +3 Draconic Adaptation, Natural Armor +1 +1 34th +3 +4 +1 +4 Breath Weapon +2d6, Energy Resistance +1 35th +3 +4 +1 +4 Dragon Claw 1d6 +2 46th +4 +5 +2 +5 Breath Weapon +3d6 +2 47th +5 +5 +2 +5 Natural Armor +2 +2 48th +6/+1 +6 +2 +6 Breath Weapon +4d6 +2 59th +6/+1 +6 +3 +6 Draconic Resolve +2 5

10th +7/+2 +7 +3 +7 Breath Weapon +5d6, Dragon Claw 1d8 +3 511th +8/+3 +7 +3 +7 Natural Armor +3 +3 612th +9/+4 +8 +4 +8 Breath Weapon +6d6 +3 613th +9/+4 +8 +4 +8 Energy Immunity +3 614th +10/+5 +9 +4 +9 Breath Weapon +7d6 +3 715th +11/+6/+1 +9 +5 +9 Natural Armor +4, Dragon Claw 1d10 +4 716th +12/+7/+2 +10 +5 +10 Breath Weapon +8d6 +4 717th +12/+7/+2 +10 +5 +10 Dragonic Wings +4 818th +13/+8/+3 +11 +6 +11 Breath Weapon +9d6 +4 819th +14/+9/+4 +11 +6 +11 Natural Armor +5 +4 820th +15/+10/+5 +12 +6 +12 Breath Weapon +10d6, Dragon Claw 1d12 +5 9

Class Features: All of the following are class features of the dragon shaman.

Weapon and Armour Proficiency: Dragon shamans are proficient with all simple weapons, and light and medium armor.

Dragon Totem: A dragon shaman's fascination with true dragons and their power. At first level, a dragon shaman must decide which type of dragon to emulate, choosing among the chromatic (black, blue,

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green, red, white) or metallic (brass, bronze, copper, gold, silver). Once chosen, this choice cannot be changed, as the totem informs most other aspects of the class.

Type Energy Adaptation Type Energy AdaptationBrass Fire Spider Climb, Endure Elements Black Acid Water Born, Bog WalkerBronze Electricity Water Breathing, Disguise Self Blue Electricity Ventriloquism, Endure ElementsCopper Acid Spider Climb, Uncanny Dodge Green Acid Water Born, CamouflageGold Fire Draconic Luck Red Fire Detect Magic, Ash BornSilver Cold Feather Fall, Cloud Born White Cold Endure Elements, Ice Born

Draconic Aura (Su): A dragon shaman can channel the mighty powers of dragonkind to project an aura that grants the shaman and her allies special benefits. Projecting an aura is a swift action, and only one aura can be projected at a time. An aura remains in effect until you use a free action to dismiss it, acti -vate another in its place, or fall asleep or otherwise lose consciousness. A draconic aura affects the dragon shaman, and any allies within 10 feet of the dragon shaman.

The bonus granted by a draconic aura begins as a +1 and increases by 1 every 5 th level thereafter (+2 at 5th, +3 at 10th, +4 at 15th, +5 at 20th). This bonus stacks with everything but the aura of a second dragon shaman. In the case of a character being affected by two dragon shamans simultaneously, the aura and bonus of the highest-level dragon shaman is the one that affects the character. In the case of two shamans of equal power, the affected character may choose the aura to receive.

The following is the list of possible draconic auras a dragon shaman may learn.

Accuracy: Bonus on attack rolls equal to her draconic aura bonus.

Agility: The dragon shaman receives a bonus on all Dexterity based skill checks and Reflex saves equal to her draconic aura bonus.

Energy Shield: Any creature striking the dragon shaman (or those affected by her aura) with a natural or melee weapon are dealt an amount of energy damage equal to 2 x her aura bonus. This damage is of the same energy type as her breath weapon.

Insight: The dragon shaman receives a bonus on all Intelligence based skill checks equal to her draconic aura bonus.

Power: The dragon shaman gains a bonus on all Strength based skill checks and melee damage rolls equal to her draconic aura bonus.

Presence: The dragon shaman receives a bonus on all Charisma based skill checks equal to her draconic aura bonus.

Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to her draconic aura bonus.

Resistance: The dragon shaman gains resistance to your totem dragon's energy type equal to 5 x her aura bonus.

Resolve: The dragon shaman receives a bonus on all Wisdom based skill checks and Will saves equal to her draconic aura bonus.

Sense: The dragon shaman gains a bonus on Perception and Sense Motive checks as well as initiative checks equal to her draconic aura bonus.

Stamina: The dragon shaman receives temporary hit-points equal to her draconic aura bonus per level and Fortitude saves equal to her draconic aura bonus.

Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 x her draconic aura bonus (in other words +5 feet for a +1 bonus; +10 feet for a +2 bonus;

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etc.). The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one.

Toughness: The dragon shaman gains DR 1/magic for each point of her aura bonus.

Vigor: The dragon shaman gains Fast Healing equal to her draconic aura bonus.

Dragon Claw (Ex): A dragon shaman's hands and feet gradually scale over and become more dragon-like in appearance. All unarmed strikes performed by the dragon shaman do lethal damage do not and provoke attacks of opportunity just as weapon based strikes would. In addition, the damage of her unarmed strikes increases by one die size every 5 levels (1d6 at 5th, 1d8 at 10th, 1d10 at 15th, and 1d12 at 20th).

Breath Weapon (Su): Starting at 2nd level, a dragon shaman gains a breath weapon corresponding to her totem dragon (see above). Regardless of the totem dragon, type of energy, or shape of the breath weapon, the dragon shaman deals 1d6 points of damage per 2 dragon shaman levels she has each time she breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + her Constitution modi -fier. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again.

Cone shaped breath weapons have a range of 5 feet per d6 of damage. Line shaped breath weapons have a range of 10 feet per d6 of damage.

Draconic Adaptation (Su): At third level, a dragon shaman takes on another iconic trait of their draconic totem, called an adaptation. These adaptations take the form of constant effect abilities based on the abilities of dragons. The above table lays out what adaptations each totem receives, and the following is an in depth discussion of them:

Ash Born: The dragon shaman is unhindered by smoke, ash, or other fiery atmospheric effect, including those like a pyrotechnics spell or inside the caldera of a volcano. The ash born suffer no perception or attack penalties nor do they have trouble breathing in these conditions.

Bog Walker: The dragon shaman is unhindered by swampy, boggy terrain, and can move unhindered through it as if it were solid, clear ground.

Camouflage: The dragon shaman is able to use stealth or conceal themselves in any sort of natural terrain, even if the terrain does not grant cover or concealment

Cloud Born: The dragon shaman is unhindered by mist, cloud, or vapor and suffer no penalties to perception or attack in these conditions.

Detect Magic: The dragon shaman may use the detect magic spell as a spell-like ability at will.

Disguise Self: The dragon shaman may use the disguise self spell as a spell-like ability.

Draconic Luck: The dragon shaman may re-roll a single d20 roll a day, although she must take the second result, even if it is worse.

Endure Elements: The dragon shaman is under the effects of the endure elements spell at all times.

Feather Fall: The dragon shaman is under the effects of the feather fall spell at all times.

Ice Born: The dragon shaman is unhindered by ice and snow, taking no penalties to movement or any other skill when trying to cross them.

Spider Climb: The dragon shaman is under the effects of the spider climb spell at all times.

Uncanny Dodge: The dragon shaman can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the

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attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A dragon shaman with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a dragon shaman already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Ventriloquism: The dragon shaman may use the ventriloquism spell as a spell-like ability.

Water Born: The dragon shaman is unhindered by the effects of being underwater, no longer needing to breathe air and gaining a swim speed equal to their normal movement speed.

Water Breathing: The dragon shaman is under the effects of the water breathing spell at all times.

Natural Armor (Ex): At 3rd level the dragon shaman's skin begins to take on a scaly appearance which grants her natural armor +1. This effect grows by 1 point every 4 levels thereafter (+2 at 7 th, +3 at 11th, +4 at 15th, +5 at 19th).

Energy Resistance (Ex): At 4th level, the dragon shaman has become inured to some of the effects of her totem's energy type, gaining energy resistance equal to her class level to that energy type.

Draconic Resolve (Ex): At 9th level, the dragon shaman is no longer plagued by the weakness of her humanoid body, becoming immune to paralysis and sleep effects, and the fear effects of dragons.

Energy Immunity (Su): At 13th level, the dragon shaman has become entirely immune to the elemental energy type of her totem dragon.

Dragon Wings (Ex): At 17th level, the dragon shaman grows a pair of wings that resemble those of your totem dragon. They allow her a fly speed of 60 feet with good manuverablity.

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Duskblade (Player's Handbook II)

There are many ways to build the archetypical warrior/mage hybrid character, most of them involving cross classing and prestige classes. Which is why the duskblade was such an intriguing character class to begin with. Combine that with the fact that it was a 20 level class that really made both halves of the equation make sense, and it was a no-brainer to update. The biggest thing done to pump up the orig-inal was to combine it with the best elements of the warmage class from Complete Arcane, runner up for the best way to create this archtype.

Hit Die: d8

Starting Wealth: 4d6 x 10 gp (average 140 gp)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)

Skill Ranks per Level: 4 + Int Modifier

Lvl BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th

1st +1 +2 +0 +2 Edge, Armored Mage (Light) 2 - - - - -2nd +2 +3 +0 +3 Arcane Channeling (1 Attack) 3 - - - - -3rd +3 +3 +1 +3 Spell Power (+1) 4 - - - - -4th +4 +4 +1 +4 Advanced Learning 5 2 - - - -5th +5 +4 +1 +4 Armored Mage (Medium) 5 3 - - - -6th +6/+1 +5 +2 +5 Arcane Channeling (2 Attacks) 6 4 - - - -7th +7/+2 +5 +2 +5 Spell Power (+2) 6 5 2 - - -8th +8/+3 +6 +2 +6 Advanced Learning 6 5 3 - - -9th +9/+4 +6 +3 +6 Armored Mage (Heavy) 7 6 4 - - -

10th +10/+5 +7 +3 +7 7 6 5 2 - -11th +11/+6/+1 +7 +3 +7 Spell Power (+3) 7 6 5 3 - -12th +12/+7/+2 +8 +4 +8 Advanced Learning 7 7 6 4 - -13th +13/+8/+3 +8 +4 +8 Arcane Channeling (3 Attacks) 8 7 6 5 2 -14th +14/+9/+4 +9 +4 +9 8 7 6 5 3 -15th +15/+10/+5 +9 +5 +9 Spell Power (+4) 8 7 7 6 4 -16th +16/+11/+6/+1 +10 +5 +10 Advanced Learning 8 8 7 6 5 217th +17/+12/+7/+2 +10 +5 +10 Arcane Channeling (Full Attack) 8 8 7 6 5 318th +18/+13/+8/+3 +11 +6 +11 9 8 7 7 6 419th +19/+14/+9/+4 +11 +6 +11 Spell Power (+5) 9 8 8 7 6 520th +20/+15/+10/+5 +12 +6 +12 Advanced Learning 9 8 8 7 6 5

Class Features: All of the following are class features of the duskblade.

Weapon and Armour Proficiency: A duskblade is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

Spells: A duskblade casts arcane spells which are drawn from the duskblade spell list. A duskblade can cast any spell known without having to prepare it ahead of time.

To learn or cast a spell, a duckblade must have an Intelligence score equal to at least 10 + the spells

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level. The Difficulty Class for a saving throw against a duskblade's spell is 10 + the spell level + Int modifier.

A duskblade can cast only a certain number of spells of each level per day. In addition the duskblade receives bonus spells per day with a high Intelligence score. For more information, see the Pathfinder Core Rulebook.

Spells Known: A duskblade’s selection of spells is extremely limited. A duskblade begins play knowing all of their 0-level spells and one 1st level spell of their choice. At each new duskblade level, they gains one new spell of any level they can cast, chosen from the duskblade spell list. (Unlike spells per day, the number of spells a duskblade knows is not affected by her Intelligence score; the numbers are fixed.)

Cantrips: Duskblades learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials (Ex): At first level, a duskblade can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, the duskblade must have the material component on hand to cast the spell, as normal.

Edge (Ex): A duskblade is specialized in dealing damage with his spells. Whenever a duskblade casts a spell that deals hit points damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. This bonus only applies to spells cast as a duskblade, and not to any that he may have by virtue of another spellcasting class.

A single spell can never gain this extra damage more than once per casting, although area effect spells would deal the extra damage to all creatures in the effected area. A spell which produced to sepa -rate effects, however would only receive the bonus to one effect, even if both targeted the same enemy. Spells that deal damage for more than one round deal the extra damage each round until the effect fades.

Scrolls scribed by a duskblade do not gain any benefit from edge, nor do scrolls activated by a duskblade. Only staves activated by the duskblade gain the advantage of edge, if applicable otherwise.

Armored Mage (Ex): At 1st level, the duskblade ignores arcane spell failure when wearing light armor and/or wielding a light shield. At 5th level, the duskblade ignores arcane spell failure when wearing medium armor. At 9th level, the duskblade ignores arcane spell failure when wearing heavy armor and/or wielding a heavy shield. This ability does not grant the duskblade the ability to cast spells from classes other than duskblade in armor.

Arcane Channeling (Su): Beginning at 2nd level, a duskblade can deliver a touch spell through their weapon with a melee attack as part of a standard or full attack action, but only for one attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 stan-dard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the attack misses, the spell still remains charged on the weapon until a successful melee attack is made, or until another spell is channeled through the weapon. If the touch spell has a longer duration, then the spell remains channeled in the weapon until that duration ends, or until a duskblade casts another spell. A duskblade cannot channel spells for attacks of opportunity.

At 6th level, a duskblade can channel a second touch spell as part of a full attack action, although a duskblade cannot channel the same spell twice during a round.

At 13th level, a duskblade can channel a third touch spell as part of a full attack action.

At 17th level, a duskblade can channel a touch spell into each melee attack they make during that

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round

Spell Power (Ex): At 3rd level, the duskblade’s spells that deal damage gain a +1 bonus to their save DC, if any. This bonus increases to by +1 for each 4 levels thereafter (7th, 11th, 15th, and 19th).

Advanced Learning (Ex): At 4th level and every 4th level thereafter (8th, 12th, 16th, 20th) a duskblade may add one spell from the Sorcerer/Wizard list whose level she can cast to her list of spells known.

Duskblade Spell List

The following are the spells available to the duskblade.

Cantrips: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sounds, Ray of Frost, Read Magic, Touch of Fatigue

1st Level: Blade Of Blood, Burning Hands, Cause Fear, Chill Touch, Color Spray, Fire Bolt, Jump, Lesser Deflect, Magic Weapon, Obscuring Mist, Ray Of Enfeeblement, Resist Energy, Rouse, Shocking Grasp, Stand, Swift Expedious Retreat, Tripping Hand, True Strike

2nd Level: Acid Arrow, Animalistic Power, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Deflect, Dimension Hop, Ghoul Touch, Scorching Ray, See Invisibility, Seeking Ray, Spider Climb, Stretch Weapon, Striking Fist, Sure Strike, Swift Fly, Swift Invisibility, Touch Of Idiocy

3rd Level: Crown Of Might, Crown Of Protection, Dispelling Touch, Doom Scarabs, Energy Aegis, Energy Surge, Greater Magic Weapon, Halt, Keen Edge, Protection From Energy, Ray Of Exhaustion, Regroup, Vampiric Touch

4th Level: Channeled Pyroburst, Dimension Door, Dispel Magic, Enervate, Fire Shield, Interposing Hand, Phantasmal Killer, Shout, Toxic Weapon

5th Level: Chain Lightning, Clenched Fist, Disintegrate, Hold Monster, Poison, Slashing Dispel, Sonic Shield, Waves Of Fatigue

6th Level: Finger Of Death, Horrid Wilting, Greater Shout, Polar Ray, Waves Of Exhaustion, Sunburst, Wail Of The Banshee, Weird

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Hexblade (Complete Warrior)

The hexblade class is one of those extended classes that really had a cool idea, but a frankly terrible execution. This then is not just a Pathfinder update, but a complete overhaul to get more of the meat of the concept. This remake is not mine, but by a fellow named master arminas here on the official pathfinder forums: http://paizo.com/threads/rzs2njg8?Master-Arminass-Witchblade-A-Pathfinder.

Alignment: Any non-lawful

Hit Die: d10

Starting Wealth: 4d6 x 10 gp (average 140 gp)

Class Skills: Bluff (Cha); Climb (Str); Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Perception (Wis); Profession (Wis), Ride (Dex); Spellcraft (Int); Stealth (Dex); and Swim (Str)

Skill Ranks per Level: 4 + Intelligence modifier

Lvl BAB Fort Ref Will Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Hex Pool, Curse - - - -2nd +2 +3 +0 +3 Arcane Grace - - - -3rd +3 +3 +1 +3 Harrier, Stalwart - - - -4th +4 +4 +1 +4 Familiar 0 - - -5th +5 +4 +1 +4 Bonus Feat, Quickcast 1 - - -6th +6/+1 +5 +2 +5 Aura of Unluck 1 - - -7th +7/+2 +5 +2 +5 Cursed Blade 1 0 - -8th +8/+3 +6 +2 +6 Fighter Training 1 1 - -9th +9/+4 +6 +3 +6 Greater Curse 2 1 - -

10th +10/+5 +7 +3 +7 Bonus Feat, Dispelling Hex 2 1 0 -11th +11/+6/+1 +7 +3 +7 Mass Curse 2 1 1 -12th +12/+7/+2 +8 +4 +8 Improved Aura of Unluck 2 2 1 -13th +13/+8/+3 +8 +4 +8 Counter Hex 3 2 1 014th +14/+9/+4 +9 +4 +9 Stolen Luck 3 2 1 115th +15/+10/+5 +9 +5 +9 Bonus Feat 3 2 2 116th +16/+11/+6/+1 +10 +5 +10 Hexblade Insight 3 3 2 117th +17/+12/+7/+2 +10 +5 +10 Dire Curse 4 3 2 118th +18/+13/+8/+3 +11 +6 +11 Greater Aura of Unluck 4 3 2 219th +19/+14/+9/+4 +11 +6 +11 4 3 3 220th +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Witchlord 4 4 3 3

Class Features: All of the following are class features of the hexblade.

Weapon and Armour Proficiency: Hexblades are proficient with all simple and martial weapons. They are proficient in light and medium armor, but not with shields. He can cast hexblade spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing heavy armor, or a using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Hex Pool (Su): At 1st level, the hexblade gains a reservoir of mystical arcane energy that he can

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draw upon to fuel his powers and enhance his weapon. This hex pool has a number of points equal to his hexblade level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the hexblade refreshes his spell slots.

At 1st level, the hexblade can expend 1 point from his hex pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1 st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any one of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or thundering. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The hexblade can add only a single magical property to his weapon at any one time, regardless of the hexblade’s class level. Adding a second property while another is still in effect immediately ends the first property. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the hex pool point is spent and cannot be changed until the next time the hexblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the hexblade.

A hexblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Curse (Su): At 1st level, the hexblade is able to bestow a curse on a person of his choice. He may unleash a curse by spending 1 point of his hex pool on a target that the hexblade can see and is within 60 feet of; this is a swift action and the hexblade may only bestow a single curse each round. Spell resistance does not apply to a curse, but the target does get a Will save (DC 10 plus ½ the hexblade’s level plus the hexblade’s Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -1 and cuts the dura -tion to just one round. A curse can by ended prematurely by any effect that can remove a curse. The effect of a curse does not stack, but the duration can be extended through multiple uses.

Arcane Grace (Su): At 2nd level, the hexblade gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Harrier (Ex): At 3rd level, when an opponent tries to cast an arcane spell within a hexblade's threat-ened area, the DC for that caster to cast defensively increases by 2. At 10 th level, and again at 17th level, the DC to cast defensively increases by an additional 2, to a maximum DC increase of 6 at 17th level.

Stalwart (Ex): A hexblade receives training in not only delivering spells while in combat, but in resisting them. Similar to the evasion ability possessed by rogues, stalwart allows a hexblade to shrug off the effects of spells that have a Fortitude or Will saving throw that have a reduced effect on a successful save (such as Will half or Fortitude partial). A successful saving throw by the hexblade against these types of spells results in no effect to the hexblade.

Hexblade’s Familiar (Ex): At 4th level, the hexblade forms a powerful bond with an animal, magical beast, outsider, or elemental that becomes his constant companion and partner. The hexblade can choose any of the standard wizard familiars, treating his hexblade class level as his wizard level for this purpose only. The hexblade’s familiar gains all of the standard familiar abilities, but the rate of progression is slower

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than that of a wizard or sorcerer. The hexblade's familiar improves as if he were a wizard three levels lower.

In addition, the hexblade’s familiar gains a +1 enhancement bonus on all attack and damage rolls. This enhancement bonus increases by +1 at 8th level, and every four hexblade levels gained thereafter, to a maximum of +5 at 20th level. In all other respects, treat the hexblade’s familiar as a normal familiar.

Spellcasting: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Charisma modifier.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score.

A hexblade’s selection of spells in extremely limited. At 4th level, a hexblade gains knowledge of two 0- and two 1st level spells of his choice. At each new hexblade level, he gains knowledge of one or more new spells from the hexblade spell list, as indicated on the table below.

Upon reaching 7th level, and every three hexblade levels gained thereafter (10 th; 13th; 16th; and 19th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hexblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a paladin or a ranger, a hexblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. To regain his daily spell slots, a hexblade must spend 1 hour each day in quiet meditation where he clears his mind and refreshes his arcane energies. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level -3.

Cantrips: Hexblades learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Bonus Feats: At 5th level, and every five hexblade levels gained thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats, as well as the following feats: Ability Focus (Curse); Extra Hex*; Greater Spell Focus; Greater Spell Penetration; Improved Familiar; Spell Focus; and Spell Penetration. He must meet the prerequisites for these feats as normal.

*Extra Hex is a feat that adds +2 points to his hex pool. This feat may be taken multiple times and its benefits stack.

Quickcast (Ex): At 5th level, a hexblade gains the ability to quicken a limited number of his spells each day. By spending 1 point from his hex pool, any hexblade spell cast by the hexblade with a casting time of one standard action or less can instead be cast as a swift action. Unlike the quicken spell feat, the use of this ability does not require the hexblade to use a higher level spell slot in order to cast this spell.

Aura of Unluck (Su): At 6th level, a hexblade can spend 1 point from his hex pool to invoke an aura around himself that causes any melee or ranged attack (including spells) made against the hexblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the

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hexblade have a 20% chance to be negated (similar to fortification). The hexblade can activate this aura in an instant as a reaction to an attack upon them. Activating the aura of unluck is an immediate action, and the aura lasts for 3 rounds plus 1 round per point of the hexblade’s Charisma modifier (minimum of 1).

Cursed Blade (Su): At 7th level, a hexblade can spend 2 points from his hex pool as a swift action to curse the wounds inflicted by his melee attacks for one round. Any creature injured by a melee weapon wielded by the hexblade must make a Will save (DC 10 + ½ the hexblade’s level + the hexblade’s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the hexblade during the round the cursed blade is active must save versus this effect. Like all damage, the damage inflicted by a cursed blade stacks with itself.

Fighter Training (Ex): At 8th level, a hexblade counts ½ his total hexblade level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Greater Curse (Su): At 9th level, the hexblade’s curse ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one round.

Dispelling Curse (Su): At 10th level, whenever the hexblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the hexblade can expend 2 points from his hex pool to trigger a targeted dispel magic on his opponent.

Mass Blight (Su): At 11th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his curse ability (but not his greater curse ability). At 19 th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his greater curse ability (but not his dire curse ability).

Improved Aura of Unluck (Su): At 12th level, when the hexblade activates his Aura of Unluck ability, the miss chance is 35% and he gains a 35% to negate sneak attacks and critical hits.

Counter Curse (Su): At 13th level, the hexblade can expend 2 points from his hex pool as an imme-diate action to force one opponent within 60 feet to reroll an attack roll or saving throw he has just made.

Stolen Luck (Ex): At 14th level, the hexblade can, as a free action once per day, reroll any d20 roll that he has just made. The hexblade must take the results of the second roll, even if they are worse than the previous roll. At 20th level, he may use this ability three times per day.

Hexblade’s Insight (Ex): At 16th level, the hexblade gains arcane insight into the ways of magic. He can select eight new spells from the abjuration, enchantment, necromancy, or transmutation schools of the sorcerer/wizard spell list and add them to his spells known. He gains two spells each of 1 st, 2nd, 3rd, and 4th level.

Dire Curse (Su): At 17th level, the hexblade’s curse ability once again grows more potent. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -3 and cuts the duration to just one round.

Greater Aura of Unluck (Su): At 18th level, when the hexblade activates his aura of unluck ability, the miss chance is 50% and he gains a 50% to negate sneak attacks and critical hits.

Witchlord: At 20th level, the hexblade’s ability to meld sword and sorcery becomes seamless. When the hexblade scores a critical hit with a melee weapon on an opponent, he may (as a free action, but no

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more than once per round) cast any spell that he knows and has a spell slot available to cast at the oppo-nent who suffered the critical hit. The hexblade receives a competence bonus of +4 on the save DC (if any) of the spell that he casts when using this ability. He also gains a competence bonus of +4 on any caster level check made to overcome any spell resistance that his opponent might have.

Hexblade Spell List

The following are the spells available to the hexblade.

Cantrips: Bleed; Dancing Lights; Detect Magic; Detect Poison; Light; Mage Hand; Mending; Open/Close; Prestidigitation; Read Magic

1st level Spells: Alarm; Bleed; Cause Fear; Charm Person; Comprehend Languages; Disguise Self; Endure Elements; Expeditious Retreat; Feather Fall; Hideous Laughter; Hold Portal; Identify; Jump; Magic Aura; Mount; Obscuring Mist; Protection from Alignment; Sleep; Undetectable Alignment; Unseen Servant

2nd level Spells: Alter Self; Arcane Lock; Bear’s Endurance; Blindness/Deafness; Bull’s Strength; Darkness; Darkvision; Eagle’s Splendor; Enthrall; False Life; Fog Cloud; Glitterdust; Invisibility; Knock; Levi-tate; Locate Object; Make Whole; Mirror Image; Obscure Object; Phantom Trap; Protection from Arrows; Pyrotechnics; Rage; Resist Energy; Scare; See Invisibility; Shatter; Spider Climb; Summon Swarm; Touch of Idiocy; Whispering Wind

3rd level Spells: Arcane Sight; Beast Shape I; Clairaudience/Clairvoyance; Charm Monster; Confu-sion; Deep Slumber; Dispel Magic; Fly; Invisibility Sphere; Magic Circle against Alignment; Nondetection; Phantom Steed; Poison; Protection from Energy; Ray of Exhaustion; Repel Vermin; Slow; Stinking Cloud; Vampiric Touch; Wind Wall

4th level Spells: Baleful Polymorph; Beast Shape II; Bestow Curse; Contact Other Plane; Crushing Despair; Detect Scrying; Dimension Door; Dominate Person; Elemental Body I; Enervation; Fear; Invisibility, Greater; Locate Creature; Phantasmal Killer; Rusting Grasp; Scrying; Sending; Solid Fog

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Manifest Blade

Manifest Blades are a specialized arcane class that channels arcane talent directly into the creation of a semisolid magical blade which they utilize in combat, rather than spells. They have been adapted from the Soulknives from Expanded Psionics Handbook for use in non-psionic settings.

Alignment: Any

Hit Die: d10

Starting Wealth: 2d6 x 10 gp (average 70 gp)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (arcane) (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).

Skill Ranks per Level: 6 + Int Modifier

Lvl BAB Fort Ref Will Special1st +1 +0 +2 +2 Bonus Feat, Arcane Blade, Throw Blade, Shape Blade2nd +2 +0 +3 +3 Blade Skill3rd +3 +1 +3 +3 Arcane Strike (+1d8)4th +4 +1 +4 +4 Blade Skill, Enhance Blade +15th +5 +1 +4 +4 Free Draw6th +6/+1 +2 +5 +5 Blade Skill7th +7/+2 +2 +5 +5 Arcane Strike (+2d8)8th +8/+3 +2 +6 +6 Blade Skill, Enhance Blade +29th +9/+4 +3 +6 +6

10th +10/+5 +3 +7 +7 Blade Skill11th +11/+6/+1 +3 +7 +7 Arcane Strike (+3d8)12th +12/+7/+2 +4 +8 +8 Blade Skill, Enhance Blade +313th +13/+8/+3 +4 +8 +814th +14/+9/+4 +4 +9 +9 Blade Skill15th +15/+10/+5 +5 +9 +9 Arcane Strike (+4d8)16th +16/+11/+6/+1 +5 +10 +10 Blade Skill, Enhance Blade +417th +17/+12/+7/+2 +5 +10 +1018th +18/+13/+8/+3 +6 +11 +11 Blade Skill19th +19/+14/+9/+4 +6 +11 +11 Arcane Strike (+5d8)20th +20/+15/+10/+5 +6 +12 +12 Blade Skill, Enhance Blade +5

Class Features: All of the following are class features of the manifest blade.

Weapon and Armour Proficiency: All simple weapons, their own arcane blades, light armor, and shields (except tower shields).

Bonus Feat (Ex): The manifest blade may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (arcane blade) as a bonus feat at 1st level.

Arcane Blade (Su): As a move action, a manifest blade can create a semisolid blade composed of arcane energy. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium manifest blade materializes a Medium arcane blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/×2). Manifest blades who are

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smaller or larger than Medium create arcane blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of an arcane blade gains the usual bene-fits to his attack roll and damage roll from a high Strength bonus.

Regardless of the weapon form a manifest blade has chosen, her arcane blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the manifest blade chooses whether it will deal bludgeoning, piercing, or slashing damage. The manifest blade may change the damage type of an existing arcane blade, or may summon a new arcane blade with a different damage type, as a full-round action; otherwise, the arcane blade retains the last damage type chosen every time it is summoned.

The blade can be broken (it has hardness 10 and 10 hit points); however, a manifest blade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissi-pates (unless he intends to throw it; see below). An arcane blade is considered a magic weapon for the purpose of overcoming damage reduction.

A manifest blade can use feats such as Power Attack or Combat Expertise in conjunction with the arcane blade just as if it were a normal weapon. He can also choose arcane blade for feats requiring a specific weapon choice, such as Weapon Specialization. Spells or abilities that upgrade weapons can be used on an arcane blade.

A manifest blade’s arcane blade improves as the character gains higher levels. At 4 th level and every four levels thereafter, the arcane blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where arcane effects do not normally function, a manifest blade can attempt to sustain his arcane blade by making a DC 20 Will save. On a successful save, the manifest blade maintains his arcane blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the arcane blade vanishes. As a move action on his turn, the manifest blade can attempt a new Will save to re-materialize his arcane blade while he remains within the arcane negating effect.

Throw Arcane Blade (Ex): A manifest blade can throw his arcane blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown arcane blade then dissipates. A mani -fest blade of 3rd level or higher can make an arcane strike (see below) with a thrown arcane blade and can use the blade in conjunction with other special abilities. When thrown, an arcane blade always deals 1d6 damage, as if it was formed in the light weapon configuration, regardless of the form it was in just before being thrown.

Shape Arcane Blade (Su): A manifest blade gains the ability to change the form of his arcane blade. As a full-round action, he can change his arcane blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a manifest blade shapes his arcane blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a manifest blade can split his arcane blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both arcane blades have an enhancement bonus 1 lower than the manifest blade would other-wise create with a single arcane blade.

Blade Skills (Su): Beginning at 2nd level and every even manifest blade level thereafter, a manifest

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blade may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequi-sites that must be met before they can be chosen. All blade skills may only be chosen once and require the manifest blade to be using her arcane blade unless otherwise stated in the skill's description.

Absorbing Blade: The manifest blade may expend her arcane strike to have her arcane blade absorb a spell or spell-like ability that would affect her. Effects that are not subjected to spell resistance cannot be absorbed in this fashion. Effects that target an area or multiple targets are only absorbed for the manifest blade; other affected targets are still affected normally. The level of the effect cannot exceed the number of dice of arcane strike expended. The manifest blade must be 8th level to select this blade skill.

Arcane Blade Finesse: The benefits of the Weapon Finesse feat apply to the arcane blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

Arcane Shield: The manifest blade gains a +2 shield bonus to armor class, as long as she has a hand free.

Bladestorm: As a full attack, when wielding her arcane blade, the manifest blade can give up her regular attacks and instead throw one arcane blade at her full attack bonus at all opponents within 30 feet. Regardless of the number of attacks she makes, she only provokes attacks of oppor -tunity as though she made a single ranged attack. The manifest blade must possess the Bladewind blade skill to take this ability, this ability may not be used if the arcane blade is in a two-handed weapon form, and the manifest blade must be at least 16th level to choose this blade skill.

Bladewind: The manifest blade gains the ability to momentarily fragment her arcane blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding her arcane blade, a manifest blade can give up her regular attacks and instead fragment her arcane blade to make one melee attack at her full base attack bonus against each opponent within reach. Each fragment functions identically to the manifest blade’s regular arcane blade. When using bladewind, the manifest blade can choose to expend her arcane strike if an attack misses to re-roll that attack, but none of the bladewind attacks deal any extra damage from arcane strike. When using bladewind, a manifest blade forfeits any bonus or extra attacks granted by other feats or abilities (such as Cleave or haste). The arcane blade immediately reverts to its previous form after the bladewind attack. A manifest blade must be at least 8th level to choose this blade skill.

Combat Slide: Upon successfully striking an enemy in melee, the manifest blade may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the manifest blade with a melee attack, she may spend an immediate action to take a 5-foot step.

Dazzling Blade: The manifest blade may, as a standard action, channel arcane energy into her blade, dazzling all creatures within 30 feet. A successful Fortitude save negates this effect. The save DC is 10 + the manifest blade’s base attack bonus.

Deadly Blow: The manifest blade’s arcane blade critical multiplier increases by 1. A mani-fest blade must be at least 10th level to choose this blade skill.

Deceptive Blade: When the manifest blade feints in combat, she may also form her arcane blade in the same action as the feint. Additionally, Bluff is now a class skill for the manifest blade. If the manifest blade has the Improved Feint feat and the arcane strike class feature, once per round

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she may also charge her arcane strike when performing a feint and forming her arcane blade in the same action.

Dual Imbue: When utilizing multiple arcane blades, the manifest blade may charge both blades with her arcane strike ability at the same time (including when expending her focus to charge her arcane strike). However, her arcane strike damage is reduced by 1d8 when using this option. Damage remains normal when each weapon is charged separately.

Enhanced Range: The manifest blade’s range increment when throwing her arcane blade doubles.

Furious Charge: A manifest blade with this ability deals an additional 2 points of damage on every attack made at the end of a charge. The increased damage is only 1 per attack for off-hand attacks, but becomes 3 per attack when using the two-handed form of the arcane blade.

Furious Charge, Improved: A manifest blade with this ability can expend her arcane strike while making a charge to make an additional attack with her main hand, albeit at a -5 penalty on the attack roll, at the end of a charge action. If the manifest blade is wielding two arcane blades and has the Twin Strike blade skill, she may instead make an additional attack with each arcane blade, but each of these additional attacks suffers a -5 penalty on the attack roll in addition to the penal-ties for attacking with two weapons. The manifest blade does not apply the expended arcane strike’s damage to her attacks. The manifest blade may only gain the benefit of this blade skill once on any charge. The manifest blade must have the Furious Charge blade skill and be at least 8 th level to choose this blade skill.

Mark of the Challenger: The manifest blade gains the ability to cause an enemy to focus on her. As a standard action, the manifest blade makes a melee attack against a creature. If the attack is successful, the target takes a -2 penalty to attacks made against targets other than the manifest blade until the end of its next turn.

Multiple Throw: The manifest blade can throw a number of arcane blades per round equal to the number of melee attacks she could make. A manifest blade must be at least 14 th level to choose this blade skill.

Powerful Strikes: The manifest blade’s arcane strike deals an additional 1d8 damage.

Reaper’s Blade: A manifest blade with this ability automatically recharges her arcane strike ability if she reduces an enemy’s hit points to below 0 with a melee attack using her arcane blade. If her blade was already charged, her next arcane strike deals 1.5 times the damage rolled. A mani -fest blade must be at least 10th level to choose this blade skill.

Reflective Blade: A manifest blade may expend her arcane strike as an immediate action to reflect a spell that would strike her back at the caster. The spell must be a touch attack spell, either ranged or melee, and the level of the spell reflected cannot exceed the number of dice of damage expended by arcane strike. The manifest blade makes a ranged touch attack to determine if the spell successfully strikes the target. The manifest blade must be at least 14 th level and have the Absorbing Blade blade skill to select this blade skill.

Rending Blades: Hooks extend from the manifest blade’s arcane blade, dealing an addi-tional 1d6 bleed damage on a critical hit, and giving a competence bonus on Climb checks equal to the enhancement bonus of the arcane blade.

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Thunder Blade: When the manifest blade makes an attack with her arcane blade, she can choose to have it deal sonic damage instead of its normal damage, although the damage of the attack is halved. In addition, the manifest blade can expend her arcane focus when she hits with an attack to stagger the target until the end of her next turn unless the target makes a successful Fortitude save (DC 10 + the manifest blade’s base attack bonus). The manifest blade must be at least 8th level to choose this blade skill.

Toppling Strike: If the manifest blade’s arcane blade has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the manifest blade can make a free trip attack (using her full base attack bonus) against the same foe. She does not provoke an attack of opportunity for this trip attempt. A manifest blade must have the Weapon Special blade skill before selecting this blade skill.

Toppling Strike, Improved: If the manifest blade’s arcane blade has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the manifest blade can make a free trip attack (using her full base attack bonus) against the same foe. If she successfully trips that foe, she may make an additional trip attack (using her full base attack bonus) against another foe within reach and adja-cent to the first foe. As long as she successfully trips her foe, she may continue to make trip attempts against foes adjacent to the previous foe, so long as they are within her reach. She does not provoke attacks of opportunity for these trip attempts. A manifest blade must have the Toppling Strike and Weapon Special blade skills before selecting this blade skill.

Trade Blows: When the manifest blade uses the total defense action, she may make a melee attack at her normal attack bonus on anyone that makes a melee attack against her, regard-less of whether the opponent’s attack hits. This attack is resolved immediately after the opponent’s attack. The manifest blade may make one such attack for each attack made against her. If multiple opponents attack the manifest blade, each attack she makes must be against the enemy that trig-gered it. All such attacks are made with a -4 penalty on the attack roll, and are an exception to the rule that you cannot attack during the total defense action. A manifest blade must be at least 10 th

level to choose this blade skill.

Twin Strike: When making a single standard attack and wielding two arcane blades, the manifest blade may attack with both of her arcane blades at the normal penalties for two-weapon fighting. She may also utilize this ability when making attacks of opportunity, but not for any other special attacks, unless specifically stated otherwise. The manifest blade must be at least 8 th level to choose this blade skill.

Weapon Special: The manifest blade may assign one of the following specials to her arcane blade when she shapes her arcane blade: brace, trip, or disarm. She may change the assigned ability by reshaping her arcane blade. This blade skill may be taken more than once, allowing the manifest blade to assign multiple abilities at once.

Arcane Strike (Su): As a move action, a manifest blade of 3rd level or higher can imbue his arcane blade with destructive arcane energy. This effect deals an extra 1d8 points of damage to the next target he successfully hits with a melee attack (or ranged attack, if he is using the throw arcane blade ability). Unlike the rogue’s sneak attack, the arcane strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.

An arcane blade deals this extra damage only once when this ability is called upon, but a manifest

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blade can imbue his arcane blade with arcane energy again by taking another move action. Once a mani -fest blade has prepared his blade for an arcane strike, it holds the extra energy until it is used. Even if the manifest blade drops the arcane blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with arcane energy when the manifest blade next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a manifest blade’s arcane strike increases as shown on the Table above.

Free Draw (Su): At 5th level, a manifest blade becomes able to materialize his arcane blade as a free action instead of a move action. He can make only one attempt to materialize the arcane blade per round, however.

Arcane Blade Enhancement (Su): At 5th level, a manifest blade gains the ability to enhance his arcane blade. He can add any one of the weapon special abilities on the table below that has an enhance-ment bonus value of +1.

At every four levels beyond 4th (8th, 12th, 16th, and 20th), the value of the enhancement a manifest blade can add to his weapon improves to +2, +3, +4 and +5, respectively. A manifest blade can choose any combination of weapon special abilities that does not exceed the total allowed by the manifest blade’s level.

The weapon ability or abilities remain the same every time the manifest blade materializes his arcane blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the arcane blade takes, including the use of the shape arcane blade or bladewind class abilities. A manifest blade can reassign the ability or abilities he has added to his arcane blade. To do so, he must first spend 8 hours in concentration. After that period, the arcane blade materializes with the new ability or abilities selected by the manifest blade.

Weapon Special Ability

Enhancement Bonus Value

Required Level

Weapon Special Ability

Enhancement Bonus Value

Required Level

Agile +1 5th Sundering +1 5th

Corrosive +1 5th Vicious +1 5th

Defending +1 5th Anarchic +2 7th

Distance +1 5th Axiomatic +2 7th

Dueling +1 5th Collision +2 7th

Flaming +1 5th Corrosive burst +2 7th

Frost +1 5th Flaming burst +2 7th

Ghost touch +1 5th Holy +2 7th

Huntsman +1 5th Icy burst +2 7th

Keen +1 5th Linked striking +2 7th

Lucky +1 5th Shocking burst +2 7th

Menacing +1 5th Unholy +2 7th

Merciful +1 5th Wounding +2 7th

Mighty cleaving +1 5th Dislocator +3 9th

Seeking +1 5th Brilliant energy +4 12th

Shock +1 5th

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Marshal (Miniatures Handbook)

The marshal was one of the most under-rated classes from 3.5. With the solid base of buff abilities, and a cool concept, the class was an eye catcher out of the gate. Unfortunately it didn't have much in the way of combat prowess with which to back up its “front-lines general” concept. In order to buff up the combat skill of the marshal, I simply dropped in some abilities where the marshal can issue challenges that also feed into their morale abilities.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 x 10 gp (average 175 gp)

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowl-edge (all skills taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str).

Skill Ranks per Level: 6 + Int Modifier

Lvl BAB Fort Ref Will SpecialMinor Auras

Major Auras

1st +1 +2 +0 +2 Fearless, Minor Aura 2 02nd +2 +3 +0 +3 Major Aura 3 13rd +3 +3 +1 +3 3 14th +4 +4 +1 +4 Issue Challenge 4 15th +5 +4 +1 +4 Bonus Feat 4 26th +6/+1 +5 +2 +5 Fighter's Spirit 5 27th +7/+2 +5 +2 +5 Leadership 5 28th +8/+3 +6 +2 +6 6 39th +9/+4 +6 +3 +6 6 3

10th +10/+5 +7 +3 +7 Bonus Feat 7 311th +11/+6/+1 +7 +3 +7 7 412th +12/+7/+2 +8 +4 +8 To Hell and Back 8 413th +13/+8/+3 +8 +4 +8 8 414th +14/+9/+4 +9 +4 +9 9 515th +15/+10/+5 +9 +5 +9 Bonus Feat 9 516th +16/+11/+6/+1 +10 +5 +10 10 517th +17/+12/+7/+2 +10 +5 +10 10 618th +18/+13/+8/+3 +11 +6 +11 11 619th +19/+14/+9/+4 +11 +6 +11 11 620th +20/+15/+10/+5 +12 +6 +12 Battlemaster, Bonus Feat 12 7

Class Features: All of the following are class features of the marshal.

Weapon and Armour Proficiency: A marshal is proficient with all simple and martial weapons, light, medium, and heavy armor, as well as light, heavy, and tower shields.

Fearless (Ex): The marshal is immune to fear effects, magical or otherwise.

Auras (Ex): At first level The marshal begins projecting such power and competence that he and his

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allies actually become more powerful. The marshal and all allies within 60 ft. of the marshal who can see and hear him gain the benefits of the aura the marshal is currently projecting. The marshal may project any one Minor Aura and (starting at 2nd level) any one major aura he knows. The marshal can begin projecting an aura, or change which aura he projects, as a Swift Action. This aura remains in effect until the marshal changes it, falls unconscious, or dies.

All bonuses granted by a marshal's auras are morale bonuses, and do not stack with each other.

Minor Auras (Ex). At 1st level, the marshal knows 2 minor auras. He learns 1 additional minor aura at 2nd level, and every other class level thereafter. Minor Auras provide a bonus equal to the marshal's Charisma bonus (minimum +1). Each aura affects all allies within 60 feet who can see and hear the marshal.

Accurate Strike: Bonus on rolls to confirm critical hits.

Art of War: Bonus to CMB.

Best Offense: Bonus to CMD.

Demand Fortitude: Bonus on Fortitude saves.

Determined Caster: Bonus on rolls to overcome spell resistance.

Fall Back: Bonus to move speed when retreating equal to 5 x the marshal's Cha modifer.

Force of Will: Bonus on Will saves.

Hold the Line: Bonus to AC when facing down a charge.

Master of Opportunity: Bonus to AC against attacks of opportunity.

Master of Tactics: Bonus on damage rolls when flanking.

Motivate Charisma: Bonus on Charisma based skills.

Motivate Dexterity: Bonus on Dexterity based skills.

Motivate Intelligence: Bonus on Intelligence based skills.

Motivate Strength: Bonus on Strength based skills.

Motivate Wisdom: Bonus on Wisdom based skills.

Over the Top: Bonus on damage rolls when charging.

Watchful Eye: Bonus on Reflex saves.

Major Aura (Ex): Beginning at 2nd level the marshal can project a major aura as well as a minor aura. These auras add a bonus equal to ¼ the marshal's class level (minimum +1) to all allies within 60 feet who can see and hear the marshal.

Elemental Maneuvers: Bonus to Energy Resistance equal to 5 x the major aura bonus.

Hardy Soldiers: Damage Reduction equal to the major aura bonus against anything (DR 1/- at 2nd level for example).

Motivate Ardor: Bonus on damage rolls.

Motivate Attack: Bonus on melee attack rolls.

Motivate Care: Bonus to AC.

Motivate Urgency: Bonus to base land speed equal to 5 x the major aura bonus.

Resilient Troops: Bonus on all saves.

Shake it Off: Fast Healing equal to the major aura bonus, up to half the ally's maximum HP.

Steady Hand: Bonus on ranged attack rolls.

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Wizard's Bane: Bonus on Spell Resistance equal to 5 x the major aura bonus.

Issue Challenge (Ex): Starting at 4th level, a marshal can issue an challenge that puts his honor and that of his men on the line. Issuing a challenge is a move action, and the target of a challenge must be within line of sight, able to hear the marshal, have an ability to comprehend language, and have an Intelli -gence score higher than 5. The area of effect for a marshal's challenge is 60 feet.

A marshal may issue a challenge a number of times a day equal to his Charisma modifier. An enemy may refuse a challenge by making a a Will save equal to 10 + ½ the marshal's level + the marshal's Charisma, although a refused challenge counts as a won challenge in regards to the benefits of winning the challenge.

The following are the types of challenges that a marshal can issue:

Challenge of Equals: The marshal issues a challenge that he “can easily best the greatest among you” to the leader of a group of enemies. The creature must be of a CR greater than or equal to the marshal's level -2 to be affected by the challenge. If affected, it is compelled to answer this call, at which point the targeted creature must engage the marshal directly. The marshal gets a bonus equal to ¼ his class level to his attack and damage rolls against this single enemy.

If the enemy falls, all of the marshal's allies get a morale bonus to their attack and damage equal to his Charisma modifier for the next minute. If the marshal falls to the enemy, all allies take a penalty equal to his Charisma modifier to attack and damage for the next minute.

Challenge All Comers: The marshal issues a challenge that “none among their number can fell him” to all enemies within range of the challenge. Affected enemies are compelled to attack the marshal and no one else for a number of rounds equal to the marshal's Charisma modifier. During this time, the marshal gets Damage Reduction equal to ¼ his class level (e.g. DR 1/- at 2 nd level) and a bonus to AC equal to his Charisma modifier. Any affected enemy attacked by any one other than the marshal is immediately released from the challenge and may defend itself normally.

If the marshal manages to survive this onslaught of enemies, then all his allies get Fast Healing equal to his Charisma modifier for 1 minute. This fast healing cannot heal more than half of an allies maximum HP. If the marshal falls to the onslaught, then his allies take a penalty equal to the marshal's Charisma modifier to attack and damage for the next minute.

Challenge The Mighty: The marshal issues a challenge to a powerful foe that “together, no foe is greater than we are.” To be affected by this challenge, at least one foe within the marshal's range must have a CR at least 3 more than the marshal's level. The marshal and his allies must all focus their attention on the target of the challenge, and they gain a bonus to their attack rolls and AC equal to the marshal's Charisma modifier for a number of rounds equal to 1 + ¼ of his class level.

If the powerful foe falls within this time frame, then the marshal's allies get a morale bonus equal to his Charisma modifier on attack and damage rolls for the next minute. If the marshal falls, or they do not defeat the enemy within the time of the challenge, then all allies must make a Will save equal to 10 + ½ the marshal's level + his Charisma modifier or suffer from the effects of Fear.

Bonus Feat: at 5th Level, and every 5 levels thereafter, the marshal may select a bonus feat. These feats must come from the combat feat list, or one of the following: Ambitious Leader, Inspiring Leader, Spiritual Leader, Great Leader, Assemble the Horde, Class Champion, Close Cohort, Eye for Talent, Fanat-ical Devotion, Natural Leader.

Fighter's Spirit (Ex): Starting at 6th level, a marshal is considered to be a fighter of ½ his marshal level for the purpose of qualifying for new feats.

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Leadership (Ex): At 7th level, the marshal gains the leadership feat, even if he otherwise does not qualify for it.

To Hell and Back (Ex): At 12th level, any followers or cohorts the marshal has gained from the lead-ership feat are immune to fear effects when they are in line of sight of the marshal. The effect of this ability is dispelled if the marshal falls unconscious or dies.

Battlemaster (Ex): At 20th level, the marshal has become so skilled at leading men on the field of battle that it has become second nature. The marshal may choose one aura that he knows, either major or minor, and make that aura permanently active. This permanent aura does not replace his ability to project one of each type of aura, but instead is in addition to it. In addition, if the marshal decides to project said aura, its effects are doubled.

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Swashbuckler (Complete Warrior)

The swashbuckler is the ultimate light fighter, relying more on his wits and skill to keep him safe than heavy armor. The original version was a good start on the class, but ultimately it still felt like very little differed between it and the fighter. Taking away any ability to use armor, and giving them more options to exploit on the battlefield ultimately brings this class to full power.

Alignment: Any

Hit Die: d10

Starting Wealth: 4d6 x 10 gp (average 140 gp)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha) Escape Artist (Dex), Perception (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Rope (Dex)

Skill Ranks per Level: 4 + Intelligence modifier

Lvl BAB Fort Ref Will Special1st +1 +2 +2 +0 Weapon Finesse, Precise Strike, Tactical Insight2nd +2 +3 +3 +0 Parry3rd +3 +3 +3 +1 Grace4th +4 +4 +4 +1 Enhanced Mobility5th +5 +4 +4 +1 Dodge Bonus +16th +6/+1 +5 +5 +2 Riposte7th +7/+2 +5 +5 +2 Acrobatic Charge8th +8/+3 +6 +6 +2 Lucky9th +9/+4 +6 +6 +3 Elaborate Defense

10th +10/+5 +7 +7 +3 Dodge Bonus +211th +11/+6/+1 +7 +7 +312th +12/+7/+2 +8 +8 +413th +13/+8/+3 +8 +8 +4 Acrobatic Skill Mastery14th +14/+9/+4 +9 +9 +4 Deflect Arrows15th +15/+10/+5 +9 +9 +5 Dodge Bonus +316th +16/+11/+6/+1 +10 +10 +5 No Retreat17th +17/+12/+7/+2 +10 +10 +5 Wounding Critical18th +18/+13/+8/+3 +11 +11 +619th +19/+14/+9/+4 +11 +11 +620th +20/+15/+10/+5 +12 +12 +6 Dodge Bonus +4

Class Features: All of the following are class features of the swashbuckler.

Weapon and Armor Proficiency: The swashbuckler is proficient with all simple and martial weapons, but not with any armor or shields. Wearing armor or using a shield deprives the swashbuckler of the mobility necessary for their Grace, Tactical Insight and Dodge Bonus abilities.

Weapon Finesse (Ex): At 1st level the swashbuckler gains the use of the weapon finesse feat, even if he would not normally qualify for it otherwise. If he should wear any type of armor or use any type of shield he forfeits the use of this feat.

Precise Strike (Ex): At 1st level, the swashbuckler is adept at striking true, letting the momentum of

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the motion and the weight of the weapon itself do the damage instead of relying on brute strength alone. The swashbuckler adds ½ his class level to his damage rolls when attacking with a light or one-handed piercing weapon. When making a precise strike, the swashbuckler cannot make additional attacks with an off-handed weapon. Precise strike only works against living creatures with discernible anatomies. Any crea-ture immune to critical hits is also immune to a precise strike.

Tactical Insight (Ex): A swashbuckler is as adept with his mind as he is with his blade, ensuring that he is always a step ahead of his foes. The swashbuckler gains a bonus to his AC equal to his Intelli -gence modifier (if any). In addition, add ¼th of his class level as a bonus to AC. A swashbuckler caught flat-footed, immobilized, or otherwise unable to defend himself is also denied the tactical insight bonus.

Parry (Ex): At 2nd level, a swashbuckler learns to parry the attacks of other creatures, causing them to miss. Whenever the swashbuckler takes a full attack action with a light or one- handed piercing weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to use the held attack to parry an attack against him or an adjacent ally as an immediate action.

To parry the attack, the swashbuckler makes an attack roll, using the same bonuses as the attack he chose to fore-go during his previous action. If his attack roll is greater than the roll of the attacking crea-ture, the attack automatically misses. For each size category that the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on his attack roll. He also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The swashbuckler must declare the use of this ability after the attack is announced, but before the roll is made.

Grace (Ex): At 3rd level, a swashbuckler gains a bonus on all Reflex saving throws equal to ¼ th his class level. This ability functions for a swashbuckler only when he is not wearing armor and not using a shield.

Enhanced Mobility (Ex): Starting at 4th level, when not wearing armor and not using a shield, a swashbuckler gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

Dodge Bonus (Ex): A swashbuckler is trained at focusing on a single opponent in battle. Starting at 5th level, during his action he may designate an opponent and receives a +1 dodge bonus to AC against that opponent. The target of this ability can be changed on any action. This bonus increases by +1 for every five levels thereafter (+2 at 10th, +3 at 15th, etc). The swashbuckler looses this bonus when wearing medium or heavy armor or carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat, he need not designate the same target for both this ability and the Dodge feat (although the effects stack if he does).

Riposte (Ex): By 6th level, the swashbuckler has developed his agile fighting style to the point that he can quickly strike at an opponent who has failed to connect with their attack. If a swashbuckler success -fully Parries an attack, then he may make an immediate attack against that opponent using the same attack bonus he used for the Parry. The opponent is denied their Dexterity bonus for this attack. If the swashbuckler wears medium or heavier armor or is carrying a medium or heavy load then they may not make use of this ability.

Acrobatic Charge (Ex): At 7th level, the swashbuckler takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through an area that would otherwise half his movement speed, including a threatened area or an enemy's space.

Lucky (Ex): At 8th level, the swashbuckler gains a knack for getting out of trouble. Once per day the

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swashbuckler may reroll any failed d20 roll. The swashbuckler must take the new result, even if it is worse.

Elaborate Defense (Ex): At 9th level and higher, if a swashbuckler chooses to fight defensively or use total defense in melee combat, he gains an additional +3 dodge bonus to AC. This bonus increases by +1 for every 3 levels thereafter.

Acrobatic Skill Mastery (Ex): At 13th level, the swashbuckler has become so adept at acrobatics that he can reliably perform even in adverse conditions. The swashbuckler may take 10 on any Acrobatics skill check.

Deflect Arrows (Ex): At 14th level, a swashbuckler gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The swashbuckler does not need a free hand to use this feat.

No Retreat (Ex): At 16th level, enemies adjacent to the swashbuckler that take a withdraw action provoke an attack of opportunity from the swashbuckler.

Wounding Critical (Ex): At 17th level, the swashbuckler is even more deadly with light one handed weapons. When confirming a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

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EberronThe only Eberron specific class that is not covered in the upgrade to Pathfinder is the Artificer.

Thus, it is the only class from Eberron appearing in this document.

Artificer

This conversion is not by me, but instead by Daniel 'Tzizimine' Clarke, and which can also be found at his website https://sites.google.com/site/eberronpathfinder/Home. The version there is also possibly updated to contain new information or additional tweaks.

Alignment: Any

Hit Dice: d8

Starting Wealth: 5d4 x10 gp (average 140 gp).

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Knowledge (arcanes), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Chr)

Skill Ranks per Level: 4 + Int modifier

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +0 +2Infusions, Cantrips, Artificer Knowledge, Artisan Bonus, Scribe Scroll, Trapfinding

1 - - - - -

2nd +1 +0 +0 +3 Brew Potion 2 - - - - -3rd +2 +1 +1 +3 Craft Wondrous Item 3 - - - - -4th +3 +1 +1 +4 Craft Homunculus, Bonus Feat 3 1 - - - -5th +3 +1 +1 +4 Craft Magic Arms and Armor, Retain Essence 4 2 - - - -6th +4 +2 +2 +5 Metamagic Augmentation (spell completion) 4 3 - - - -7th +5 +2 +2 +5 Craft Wand, Rugged Craftsman 4 3 1 - - -8th +6 / +1 +2 +2 +6 Bonus Feat 4 4 2 - - -9th +6 / +1 +3 +3 +6 Forge Ring 5 4 3 - - -

10th +7 / +2 +3 +3 +7 Metamagic Augmentation (spell trigger) 5 4 3 1 - -11th +8 / +3 +3 +3 +7 Craft Rod 5 4 4 2 - -12th +9 / +4 +4 +4 +8 Bonus Feat 5 5 4 3 - -13th +9 / +4 +4 +4 +8 Skill Mastery 5 5 4 3 1 -14th +10 / +5 +4 +4 +9 Craft Staff 5 5 4 4 2 -15th +11 / +6 / +1 +5 +5 +9 Master Craftsman 5 5 5 4 3 -16th +12 / +7 / +2 +5 +5 +10 Bonus Feat 5 5 5 4 3 117th +12 / +7 / +2 +5 +5 +10 5 5 5 4 4 218th +13 / +8 / +3 +6 +6 +11 5 5 5 5 4 319th +14 / +9 / +4 +6 +6 +11 5 5 5 5 5 420th +15 / +10 / +5 +6 +6 +12 Bonus Feat 5 5 5 5 5 5

Class Features: All of the following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all crossbows,

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with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers also also proficient in these weapons as well.

Infusions: An artificer casts infusions, which are like spells but are neither arcane nor divine. Like spells, artificers have a limited number of infusions per day, based on their level. Similar to other spell-casters, artificers get additional infusions per day based on their Intelligence attribute and regain their infu-sions per day after a normal 8 hours of rest and 15 minutes of concentration. Like sorcerers and bards, artificers can cast any infusion he knows without preparing them ahead of time, classifying him as a spon-taneous spellcaster. However, given how limited his selection is, he automatically knows all infusions on the infusion list of any level he is capable of casting. Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, he can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level. However, this is specifically not intended for artificers to reverse engineer normal spells to become infusions.

Infusions, like spells, are subject to concentration checks, using the same DCs as normal spellcaster and using his Intelligence modifier to the concentration check. Likewise, infusions have components (verbal, somatic and material) which must be met when casting an infusion. However, the somatic compo-nents are simple enough that artificers do not suffer spell chance failure from light or medium armor or from any shield, except tower shields. While rare, infusions that have saving throws have their DC equal to 10 + the infusion level + the artificer's Intelligence modifier. Infusions can be modified by metamagic feats spontaneously with the same alteration to the casting time as sorcerers. Like spells, infusions are identified using Spellcraft checks with same DCs.

Where infusions differ from spells is that no infusion qualifies for spells when making magical items or activating items, even if they are functionally similar when cast. For example, even though Light appears as both a spell and an infusion, the artificer does not have Light for the purposes of making magical items or activating a wand of Light.

Artificer Infusion List

The following is the list of infusions that an artificer learns, separated by level.

0th Level: Detect Magic, Light, Mending, Resistance

1st Level: Ablative Armor, Abundant Ammunition, Alchemical Tinkering, Ant Haul, Break, Charge Storing Item, Crafter's Curse, Crafter's Fortune, Damp Powder, Dancing Lantern, Energy Alteration, Enhancement Alteration, Entangling Dragonmark, Expeditious Excavation, Fabricate Bullets, Gravity Bow, Identify, Indisputable Possession, Inflict Light Damage, Jury-Rig, Knight Unbur-dened, Lead Blades, Lesser Armor Enchantment, Longshot, Magic Aura, Magic Stone, Magic Vest-ment, Magic Weapon, Mask Dweomer, Peacebond, Pending Potion, Personal Weapon Augmenta-tion, Reinforce Armaments, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhance-ment, Weaken Powder

2nd Level: Alchemical Allocation, Align Weapon, Armor Enchantment, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Communal Ant Haul, Communal Mask Dweomer, Communal Reinforce Armanent, Destabilize Powder, Eagle's Splendor, Effortless Armor, Fox's Cunning, Heat Metal, Inflict Moderate Damage, Ignite Dragonmark, Improve Trap, Lesser Construct Essence, Lesser Humanoid Essence, Lesser Weapon Augmentation, Lucky Blade, Magic Siege Engine, Masterwork Transformation, Owl's Wisdom, Ray of Retaliation, Reinforce Construct, Reloading Hands, Repair Moderate Damage, Ricochet Shot, Stabilize Powder, Suppress Dragon-

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mark, Swift Ready, Telekinetic Assembly, Toughen Construct, Transmute Potion to Poison, Unseen Crafter, Versatile Weapon

3rd Level: Adamantine Weapon, Blast Rod, Concurrent Infusions, Construct Energy Ward, Daybreak Arrow, Dragonmark Weapon, Greater Armor Enhancement, Greater Magic Siege Engine, Greater Magic Weapon, Inflict Serious Damage, Lucky Cape, Metamagic Item, Pellet Blast, Power Surge, Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement

4th Level: Censure Elementals, Construct Essence, Energy Siege Shot, Greater Construct Energy Ward, Humanoid Essence, Inflict Critical Damage, Iron Construct, Item Alteration, Lesser Glove of Invulnerability, Malfunction, Mass Inflict Light Damage, Minor Creation, Named Bullet, Repair Critical Damage, Rusting Grasp, Soothe Construct, Treasure Stitching, Weapon Augmenta-tion, Wreath of Blades

5th Level: Disrupting Weapon, Fabricate, Greater Dragonmark Weapon, Greater Energy Siege Shot, Invoke Elemental, Major Creation, Mass Shield of Faith, Rapid Repair, Slaying Arrow, Unbreakable Construct, Wall of Force, Wall of Stone

6th Level: Arcane Cannon, Blade Barrier, Disable Construct, Globe of Invulnerability, Greater Construct Essence, Greater Humanoid Essence, Greater Named Bullet, Greater Spell Snare, Greater Weapon Augmentation, Hardening, Mass Inflict Moderate Damage, Move Earth, Total Repair, Wall of Iron

Cantrips: An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Artificer Knowledge: Unlike normal spellcasters, artificers count as both casters and manifesters for the purposes of creating magical and arcane items. Likewise, they can create spell trigger, spell comple -tion, power trigger and power completion items without having the ability to cast the necessary spells or powers. They still need the necessary item creation feats, but each spell or power needed can be replaced with a successful Use Magic Device check with a DC equal to 20 + twice the spell or power level. Other item creation requirements can be substituted as well, with the exception of the caster or manifester level. The Use Magic Device DC is the same as needed to emulate the needed class features, ability scores, race or alignments. Only one check per requirement is allowed.

When determining the spell or power level of a spell or power that appears on multiple lists, the first thing to do is find the effect he is looking to duplicate. Search the spells and powers list that have the full 9 levels of spells or powers first (i.e. sorcerer / wizard, cleric / oracle, druid, witch and psion / wilder). If the desired effect is on one or more of those lists, the artificer has the choice of which list to take it from, notating the spell or power level and, in the case of spells, whether it is arcane or divine. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 6 levels of spells or powers (i.e. bard, summoner, inquisitor, arcane warrior, etc). If the desired effect is on one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 4 levels of spells or powers (i.e. paladin, ranger, etc). If the desired effect is one or more of those lists, the artificer has the same choice. The choice of exactly which spell or power from which list will determine the spell or power level mimicked, the related DC for the UMD check for that particular spell or power and, in the case of spells, whether or not the effect is arcane or divine.

All other aspects of item creation remain following the same rules for item creation (feats required,

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time, cost, etc). The artificer uses his caster level as either the caster level or manifester level for comparing to the item's requirements. If a spell or power is required for the item creation (like that for scrolls, wands, dorjes, etc) and it is not successfully emulated, the entire item creation process (time and construction cost) is wasted. After all Use Magic Device checks have been made, the normal Spellcraft check to actually create the magical or arcane item still needs to be made to see if the item is successfully created.

Thus, attempting to create a Minotaur Belt (a Wondrous Item with a CL of 4, requiring Bull's Strength and Feather Step) has a normal Spellcraft or Craft DC: 19 for someone that did not met either spell prerequisites. However, an artificer can make two UMD checks (first for Bull's Strength at a DC of 24, second for Feather Step at a DC of 22) to lower the final Spellcraft or Craft DC to just 9.

Artisan Bonus: An artificer gains a bonus to all Use Magic Device checks equal to one half his arti -ficer level, round down, to a minimum +1.

Bonus Feats: As an artificer progresses in level, he gains the following feats as bonus feats. He does not need to qualify for the specified feats listed, but does for any bonus feat he gets to choose. Artifi-cers gain Scribe Scroll at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Forge Ring at 9th level, Craft Rod at 12th level and Craft Staff at 14th level. In addition to these specific feats, at 4th level and every 4 levels thereafter, artificers gain an additional bonus feat chosen from the following list: any metamagic feat, any item creation feat not already listed (like Craft Construct), Attune Magic Weapon, Extra Rings, Exceptional Artisan, Extraordinary Artisan, and Wand Mastery.

Trapfinding: An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Craft Homunculus: At 4th level, an artificer is considered to have the Craft Construct feat, but only for constructs that are of Small size or smaller and have a maximum Hit Die equal to his artificer level minus 2. Any attempt to create a construct larger than Small size or with more HD then his artificer level minus 2 still requires the normal Craft Construct feat. All other aspects of the construct creation process remain the same (time, money, skill checks, etc).

Retain Essence: At 5th level, an artificer gains the ability to salvage the gold piece value from a magic or arcane item for the sole purpose to create a new magical or arcane item or further enchant an existing magical or arcane item. In this sense, 'magical' and 'arcane' are interchangeable. The artificer must spend 8 consecutive hours with the item and he must also have all of the necessary item creation feats for the item he is salvaging. After the 8 hours, the item is destroyed and the artificer now has a collection of reagents with a gold piece value of ½ the cost to make the magical item (which is usually one quarter the base price of the magical item). This collection of reagents weighs one quarter of the original item and can be used by anyone that has the necessary item creation feats from the original magical or arcane item. These reagents never include talismanic components, like dragonshards or any part that is unique to a specific magical item.

For example, if an artificer recovers a Handy Haversack that he needs to convert, he spends 8 hours with the item, since he has the Craft Wondrous Item feat, to break down the item and recovers 500 gp worth reagents (one half the cost to make the item in the first place). Those reagents can then be used toward the cost of making any magical item, provided that the enchanter has the Craft Wondrous Item feat in addition whatever feats needed for the new item.

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Artifacts (both major and minor), as well as magical items that do not have gold piece value, cannot be salvaged. Attempting to salvage a cursed magical item can be done, but if the item is not identified as cursed before being salvaged, the artificer must make a Will save with a DC of 10 + the item's caster level or suffer a drawback (as per Corebook, pg. 538). Likewise, if destroying the item would be dangerous, like an Elemental Bound item, the artificer must deal with that situation at a randomly determined time during that process. Any such combat assumes that the artificer starts the first round of combat prone, but not surprised.

Magical items with Hit Dice (namely constructs) can be salvaged using this class feature, but the construct must be controlled by the artificer for the entire 8 hours, otherwise the construct will automati -cally attack the artificer. Also, if the construct is less than full hit points, the amount salvaged is less than it would normally be. If the construct's hit points are less than full but more than its Hit Dice, the artificer can salvage 1/3 of the cost to make the magical item (usually 1/6 of the base price). If the construct has equal or less hit points than Hit Dice, but has at least 1 hit point, it can be salvaged for ¼ of the cost to make the magical item (usually 1/8 of the base price). A magical item that is destroyed (either by conditions or 0 hit points) cannot be salvaged. Constructs that do not have a gold piece value, like living constructs, cannot be salvaged.

Metamagic Augmentation: At 6th level, an artificer can apply any one metamagic or meta-arcane feat he knows to a spell or power cast from a spell or power completion item, such as a scroll or arcane tattoo. To do this, the artificer must make a successful Use Magic Device check with a DC equal to 20 + 3 times the total spell level modifier of the metamagic feat, or equal to 20 + 1 ½ times to the total power point cost of the meta-arcane feat, as part of the same action to cast from the spell or power completion item (usually a standard action). If successful, the spell or power is cast from the item and has the metam-agic or meta-arcane feat applied to it. If the check is not successful, the spell or arcane completion item is destroyed without the effect going off.

At 10th level, an artificer can apply any one metamagic feat he knows to a spell or power cast from a spell or power trigger item, such as a wand or dorje. To do this, the artificer must spend a number charges from the spell or power trigger item equal to 1 plus the spell level adjustment from the metamagic feat, or 1 plus ½ the power point cost for a meta-arcane feat (round up), to a minimum of 2 charges. If the spell or power trigger item does not have enough charges to cover this increased cost, the attempt fails, but the charges are not wasted. Items that do not have a finite number of charges, like a Necklace of Fireballs or a Helm of Brilliance cannot be augmented in this manner.

Rugged Craftsman: At 7th level, when an artificer is crafting magical items while adventuring on in a dangerous environment, he gains the full benefit of 4 hours per day, rather than the normal 2 hours of work for 4 hours of effort. The amount of gold piece value achieved per hour is still based on the normal 8 hours per day and divided normally.

Skill Mastery: At 13th level, an artificer can take 10 when making Spellcraft or Use Magic Device checks, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Master Craftsman: At 15th level, an artificer can create multiple magical items in single day, provided that the total gold piece value is still within his gold piece limit per day for enchanting.

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Warlords of the AccordlandsThe following classes are drawn from the Warlords of the Accordlands setting and were either

unique to the setting, or contained an element that was signature enough to warrant converting the whole thing to Pathfinder as an alternate class.

Assassin

In updating this class, I combined it more closely with the assassin prestige class to get a powerful new class that focuses the steathy rogue into an unseen killing machine that excels in one hit kills.

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 x 10 gp (average 140 gp)

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Ranks per Level: (4 + Int modifier per level; ×4 at 1st level)

Lvl BAB Fort Ref Will Special1st +0 +0 +2 +0 Sneak attack +1d6, Dagger Finesse, Poison Use2nd +1 +0 +3 +0 Two-Dagger Fighting3rd +2 +1 +3 +1 Evasion, Sneak Attack +2d64th +3 +1 +4 +1 Death Attack5th +3 +1 +4 +1 Uncanny Dodge, Sneak Attack +3d66th +4 +2 +5 +2 Dagger Defense, Hidden Weapons7th +5 +2 +5 +2 Sneak Attack +4d68th +6/+1 +2 +6 +2 Improved Uncanny Dodge9th +6/+1 +3 +6 +3 Sneak Attack +5d6

10th +7/+2 +3 +7 +3 Improved Two-Dagger Fighting, True Death11th +8/+3 +3 +7 +3 Sneak Attack +6d6 12th +9/+4 +4 +8 +4 Quiet Death13th +9/+4 +4 +8 +4 Improved Evasion, Sneak Attack +7d614th +10/+5 +4 +9 +4 Greater Two-Dagger Fighting15th +11/+6/+1 +4 +9 +4 Sneak Attack +8d616th +12/+7/+2 +5 +10 +5 Dagger Mastery, Hide in Plain Sight17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d618th +13/+8/+3 +6 +11 +6 Swift Death19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d620th +15/+10/+5 +6 +12 +6 Double Striking, Angel of Death

Class Features: All of the following are class features of the assassin.

Weapon and Armour Proficiency: The assassin is proficient with light armor and all daggers.

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Sneak Attack (Ex): If an assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This extra damage does not apply if the assassin wields a weapon other than daggers or if he wears a shield or armor heavier than light.

The assassin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every other assassin level thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.

An assassin can sneak attack only living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a crea-ture with concealment or striking the limbs of a creature whose vitals are beyond reach.

Dagger Finesse (Ex): The assassin gains the Weapon Finesse feat, even if he does not meet the prerequisites. This feat applies to all types of weapon defined as a “dagger” by the DM, but should include For the purposes of this class, all of the following: Dagger, Dirk, Kama, Kukri, Punching Dagger, Sai, and Siangham. He loses this benefit if he wields a weapon other than daggers or if he wears a shield or armor heavier than light.

Poison Use: Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison). At 2nd level, the assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.

Two-Dagger Fighting (Ex): At 2nd level, the assassin gains the Two-Weapon Fighting feat, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than daggers or if he wears a shield or armor heavier than light. This is upgraded to Improved Two-Weapon Fighting at 10 th, and Greater Two-Weapon fighting at 14th level.

Evasion (Ex): At 3rd level and higher, an assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The assassin loses this benefit if he wields a weapon other than daggers or if he wears a shield or armor heavier than light. A helpless assassin does not gain the benefit of evasion.

Death Attack (Ex): At 4th level an assassin has learned how to study their target to learn the best way to eliminate them. If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

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Uncanny Dodge (Ex): Starting at 5th level, an assassin can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Hidden Weapons (Ex): At 6th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Dagger Defense (Ex): At 6th level, the assassin has practiced using his daggers so much that he can quickly block any attack made against him. As long as the assassin has at least one dagger drawn, he gains a +2 shield bonus to AC. He gains an additional +2 bonus if he has two daggers drawn. However, the assassin loses the benefits of this ability if he is wearing medium or heavy armor or wielding a shield.

Improved Uncanny Dodge (Ex): An assassin of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automati -cally gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

True Death (Su): Starting at 10th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin's level.

Quiet Death (Ex): At 12th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.

Improved Evasion (Ex): At 13th level, the assassin gains improved evasion. This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.

Dagger Mastery (Ex): At 16th level, the assassin is one with his daggers. Henceforth, he gains a +2 bonus on all attack rolls he makes with daggers, and the critical threat range of all daggers he wields increases by 1. In addition, he may use his sneak attacks to deal nonlethal damage at no penalty.

Hide in Plain Sight (Su): At 16th level, an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Swift Death (Ex): At 9th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.

Double Striking (Ex): At 20th level, the assassin's daggers are mere flashes of steel as they strike his foe. Every time he makes an attack with his daggers (other than a critical attack), he has a 20% chance to make two attacks instead.

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Angel of Death (Su): At 20th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

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Barbarian (Spell-Foe Barbarian)

The Accordlands barbarian is more in line with the traditional Conan style barbarian: a skilled warrior with a love of freedom and a hatred of all things arcane. This manifests in a ban against using arcane (enchanted) gear, which is a mainstay of the Dungeons and Dragons and Pathfinder styles of play. In order to facilitate this, they have a Non-Magic bonus and some additional bonuses in the form of a totem animal that offset this otherwise debilitating lack.

Alignment: any non-lawful

Hit Die: d12

Starting Wealth: 3d6 x 10 gp (average 105gp)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowl-edge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int Mod

Lvl BAB Fort Ref Will Non-MagicSpecial1st +1 +2 +0 +2 +0 Fast Movement, Rage2nd +2 +3 +0 +3 +0 Uncanny Dodge3rd +3 +3 +1 +3 +0 Resist Magic +14th +4 +4 +1 +4 +15th +5 +4 +1 +4 +1 Improved Uncanny Dodge6th +6/+1 +5 +2 +5 +1 Resist Magic +2, Resistance Aura7th +7/+2 +5 +2 +5 +1 Damage Reduction 1/-8th +8/+3 +6 +2 +6 +29th +9/+4 +6 +3 +6 +2 Resist Magic +3

10th +10/+5 +7 +3 +7 +2 Damage Reduction 2/-11th +11/+6/+1 +7 +3 +7 +2 Greater Rage12th +12/+7/+2 +8 +4 +8 +3 Resist Magic +413th +13/+8/+3 +8 +4 +8 +3 Damage Reduction 3/-14th +14/+9/+4 +9 +4 +9 +3 Indomitable Will15th +15/+10/+5 +9 +5 +9 +3 Resist Magic +516th +16/+11/+6/+1 +10 +5 +10 +4 Damage Reduction 4/-17th +17/+12/+7/+2 +10 +5 +10 +4 Tireless Rage18th +18/+13/+8/+3 +11 +6 +11 +419th +19/+14/+9/+4 +11 +6 +11 +4 Damage Reduction 5/-20th +20/+15/+10/+5 +12 +6 +12 +5 Mighty Rage

Class Features: All of the following are class features of the barbarian.

Weapon and Armour Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). However, a spell-foe barbarian’s distrust of magic makes the use of magic or even the use of magic equipment impossible. If a spell-foe barbarian were to ever use a magical item (even unknowingly) they would lose access to the majority of their abilities until they atone. The abilities lost are noted below.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet.

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This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentra-tion.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Resist Magic (Ex): At 3rd level, a barbarian gains a +1 bonus on all saves made to resist magical effects. This bonus increases by +1 every three barbarian levels thereafter (6 th, 9th, 12th, 15th, and 18th level). If the barbarian wears any type of magical gear, even unknowingly, they loose access to this ability until they atone for their transgression.

Non-Magical Bonus (Ex): A spell-foe barbarian's inherent dislike of magic means that they are prohibited from wielding magical equipment. This does not make them less dangerous in battle, however, as their reliance on their own prowess over magical “crutches” like enchantments give them an edge. At 4 th

level all non-magical weapons used and armor worn by the barbarian behave as though they had a +1 enhancement on them (+1 to attack and damage for weapons, and a +1 to AC for armor). This bonus increases every four levels thereafter (8th, 12th, 16th, and 20th to a maximum of +5). If the barbarian wears any type of magical gear, even unknowingly, they loose access to this ability until they atone for their trans -gression.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the

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classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the char-acter.

Resistance Aura (Ex): The barbarian's distrust and suspicion of magic has had an effect on those around her. Whenever her allies within 10ft are targeted by the same magical effect as the barbarian, each of them gains a +2 morale bonus on their saving throws to avoid the effect. If the barbarian wears any type of magical gear, even unknowingly, they loose access to this ability until they atone for their transgression.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. If the barbarian wears any type of magical gear, even unknowingly, they loose access to this ability until they atone for their transgression.

Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage, and the modifier from the resist magic ability. If the barbarian wears any type of magical gear, even unknowingly, they loose access to this ability until they atone for their transgression.

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

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Druid (Totemic Druid)

The biggest difference between the normal Pathfinder druid and the Accordlands druid is one of limited scope. In Accordlands, druids are much more closely aligned with clerics, in that they devote them-selves to a single totem animal, and that dictates their choice of animal companions, wild shape abilities, and more. To make up for this they have earlier access to shapeshifting, some special summoning rules, and some bonus feats.

Alignment: any Neutral

Hit Die: d8

Starting Wealth: 2d6 x 10 gp (average 70 gp)

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geog-raphy) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int Mod

Lvl BAB Fort Ref Will Special Spells1st +0 +2 +0 +2 Nature Sense, Orisons, Wild Empathy, Totem

Bond1 - - - - - - - -

2nd +1 +3 +0 +3 Woodland Stride, Totem Transformation 2 - - - - - - - -3rd +2 +3 +1 +3 Trackless Step 2 1 - - - - - - -4th +3 +4 +1 +4 Resist Natures Lure, Wild Shape 1/Day 3 2 - - - - - - -5th +3 +4 +1 +4 Totem Speech 3 2 1 - - - - - -6th +4 +5 +2 +5 Wild Shape 2/Day 3 3 2 - - - - - -7th +5 +5 +2 +5 Totem Sense 4 3 2 1 - - - - -8th +6/+1 +6 +2 +6 Wild Shape 3/Day 4 3 3 2 - - - - -9th +6/+1 +6 +3 +6 Venom Immunity 4 4 3 2 1 - - - -

10th +7/+2 +7 +3 +7 Wild Shape 4/Day 4 4 3 3 2 - - - -11th +8/+3 +7 +3 +7 Totem Vision 4 4 4 3 2 1 - - -12th +9/+4 +8 +4 +8 Wild Shape 5/Day 4 4 4 3 3 2 - - -13th +9/+4 +8 +4 +8 Bonus Feat 4 4 4 4 3 2 1 - -14th +10/+5 +9 +4 +9 Wild Shape 6/Day 4 4 4 4 3 3 2 - -15th +11/+6/+1 +9 +5 +9 Bonus Feat 4 4 4 4 4 3 2 1 -16th +12/+7/+2 +10 +5 +10 Wild Shape 7/Day 4 4 4 4 4 3 3 2 -17th +12/+7/+2 +10 +5 +10 Bonus Feat 4 4 4 4 4 4 3 2 118th +13/+8/+2 +11 +6 +11 Wild Shape 8/Day 4 4 4 4 4 4 3 3 219th +14/+9/+4 +11 +6 +11 Bonus Feat 4 4 4 4 4 4 4 3 320th +15/+10/+5 +12 +6 +12 Wild Shape At Will, Totemic Mastery 4 4 4 4 4 4 4 4 4

Class Features: All of the following are class features of the druid.

Weapon and Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor;

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thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid'sWisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily medita-tion.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Totem Bond (Ex): At 1st level, a druid forms a bond with a patron totem spirit. The list of available totem spirits is located below, although the DM may have additional ones. These totem spirits grant addi-tional spells as well as other abilities unique to it.

In additional, the druid begins with an animal companion of the type of her totem. This animal is a loyal companion that accompanies the druid on her adventures, as well as a symbol of her totem. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid

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advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. A totemic druid cannot dismiss their animal, and if their animal companion perishes, a new will seek her out over the next week. She may not have any animal companion that is not of the same type as her totem.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. If the animal targeted is the same type as her totem, the druid gets a +4 divine bonus on the attempt.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Totem Transformation (Su): At 2nd level, as a swift action, a totemic druid can take on the aspect of their totem, gaining a bonus or special ability based on the type of animal emulated. The druid can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can only emulate the ability of her totem animal.

Bat: The creature gains darkvision to a range of 60 feet. At 8 th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

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Mouse: The creature gains evasion, as the rogue class feature. At 12 th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8 th

level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into an animal form related to her totem and back again once per day. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6 th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller versions of her totem animal.

At 6th level, a druid can use wild shape to change into an animal form one size category larger or smaller than normal for her totem animal. A druid's wild shape now functions as beast shape II. At 8 th level, a druid can use wild shape to change into an animal form two size categories larger than normal for her totem. A druid's wild shape now functions as beast shape III.

Totem Speech (Su): At 5th level, the druid has become so in touch with their totem that they can now speak with animals of the same type. The speech takes the form of barks, growls, or other noises (depending on the animal in question) to others, but to the druid it is intelligible speech. At 7th level, the druid no longer needs to make a sound to communicate with the animal in question, as the bond has gotten strong enough to be telepathic. At 11th level the druid can communicate this way with any animal of her totem's type within a distance equal to her druid level in miles.

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Totem Sense (Su): At 7th level the druid can make a Knowledge (nature) (DC 15) to sense the loca-tion of all animals of the same type as her totem within a distance equal to her druid level in miles.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Totem Vision (Su): At 11th level, a druid is able to share the senses of animals of the same type as her totem. To perform this feat, she must make a Knowledge(nature) check (DC 20). Upon success, she must declare which sense she wants to share with the animal (sight and hearing are the most common, but scent, taste, and touch are also possible). The druid may not control the creature directly, and is just a passenger, although she may persuade the animal to go or do the things she wants. While using this ability, the druid is considered helpless, although she is vaguely aware of their body and may stop using this ability at anytime. If the animal in question dies while the druid is sharing its senses, she must make a Will save (DC 15) or die as well.

At 13th level the druid gains the ability to use all the animals senses, although she still cannot directly control the creature. At 15th level the druid can effectively possess the animal in question, control-ling its actions as if she were inhabiting its body.

Bonus Feat: At 13th level, the druid may select a bonus feat from the following list:

The druid gains additional bonus feats at 15th, 17th, and 19th levels.

Totemic Mastery (Su): At 20th level the druid has become so in tune with her totem that she may, a number of times per day equal to her Wisdom modifier, extend her consciousness into a number of animals of the same type as her totem equal to her druid level. To perform this feat, she must make a Knowledge(nature) check (DC 30). These animals must be within a radius equal to her druid's level in miles from her, and unlike previous versions of this ability, the druid is also able to control them while still acting as normal. This control lasts for a number of minutes equal to her Wisdom modifier.

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Paladin (Crusader)

The Accordlands paladin is a vastly different beast from the standard Pathfinder paladin. Firstly it lacks a mount, as well as most of the healing abilities paladin's are known for. In their place, however, they receive some rather amazing abilities based on blessing and anointing their equipment. They are also not required to be good, instead being the avatar of Order and Law in its purest form, whether it is benevolent or not.

Alignment: any Lawful

Hit Die: d10

Starting Wealth: 5d6 x 10 gp (average 175 gp)

Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks per Level: 2 + Int Mod

Lvl BAB Fort Ref Will Smite Special Spells1st +1 +2 +0 +2 1 Aura of Good/Evil/Law*, Detect Alignment* - - - -2nd +2 +3 +0 +3 1 Divine Grace, Blessed Armament (Bless) - - - -3rd +3 +3 +1 +3 1 Aura of Courage/Cowardice*, Divine Health, Lay

on Hands- - - -

4th +4 +4 +1 +4 2 Blessed Armament (+1) 0 - - -5th +5 +4 +1 +4 2 Channel Positive/Negative Energy* 1 - - -6th +6/+1 +5 +2 +5 2 Blessed Armament (Dispel) 1 - - -7th +7/+2 +5 +2 +5 3 Blessed Armament (+2) 1 0 - -8th +8/+3 +6 +2 +6 3 Aura of Resolve/Despair* 1 1 - -9th +9/+4 +6 +3 +6 3 Blessed Armament (Consecrate) 2 1 - -

10th +10/+5 +7 +3 +7 4 Blessed Armament (+3) 2 1 0 -11th +11/+6/+1 +7 +3 +7 4 Aura of Justice/Vengeance* 2 1 1 -12th +12/+7/+2 +8 +4 +8 4 2 2 1 -13th +13/+8/+3 +8 +4 +8 5 Blessed Armament (+4) 3 2 1 014th +14/+9/+4 +9 +4 +9 5 Aura of Faith/Sin* 3 2 1 115th +15/+10/+5 +9 +5 +9 5 Blessed Armament (Consecrate) 3 2 2 116th +16/+11/+6/+1 +10 +5 +10 6 Blessed Armament (+5) 3 3 2 117th +17/+12/+7/+2 +10 +5 +10 6 Aura of Righteousness/Depravity* 4 3 2 118th +18/+13/+8/+3 +11 +6 +11 6 4 3 2 219th +19/+14/+9/+4 +11 +6 +11 7 4 3 3 220th +20/+15/+10/+5 +12 +6 +12 7 Holy/Unholy/Righteous Champion* 4 4 3 3

Class Features: All of the following are class features of the crusader paladin.

Weapon and Armour Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good/Evil/Law (Ex): The paladin projects an aura that matches her alignment: lawful good paladins project an aura of good, lawful neutral paladins project an aura of lawfulness, and lawful evil paladins project an aura of evil. The power of a paladin's aura (see the detect good spell) is equal to her

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paladin level.

Detect Opposing Alignment (Sp): At will, a paladin can detect alignment, as the spells Detect Evil (Lawful Good), Detect Good (Lawful Evil), and Detect Chaos (Lawful Neutral). A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is of their opposing alignment, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one indi-vidual or object, the paladin does not detect alignments in any other object or individual within range.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Blessed Armament (Su): At 2nd level, the paladin is able to perform a ceremony to dedicate their weapon to their god or cause. This weapon must be of masterwork quality before the ceremony, which requires eight uninterrupted hours and 100 gold in supplies. Upon completing the ritual the weapon is considered good-aligned (for a good paladin), law-aligned (for a neutral paladin), or evil-aligned (for an evil paladin) for the purposes of overcoming damage reduction.

At 4th level the paladin's anointed weapon gains a +1 enhancement bonus, as if it had been enchanted. This bonus increases by +1 every 3 levels thereafter (7th, 10th, 13th, and 16th). Each of these upgrades requires an additional ritual to be completed requiring 1000 gold worth of materials and 8 unin-terrupted hours of prayer.

At 6th level, the paladin's anointed weapon gains the ability to dispel magic, as the cleric spell, a number of times equal to her Charisma modifier as a cleric whose level is equal to her own paladin level.

At 9th level the paladin's anointed weapon gains the holy, axiomatic, or unholy (depending on the her alignment). This upgrade requires a ritual requiring 5000 gold worth of materials and 8 uninterrupted hours of prayer. At 15th level the paladin adds an additional enchantment (good and evil paladins would add axiomatic, while neutral paladins would add either holy or unholy). This upgrade requires the same ritual as the previous consecration.

If the paladin ever loses her anointed weapon, it is broken, or if she simply decides to change to a different weapon, the paladin may dedicate a new weapon by preforming the most expensive ritual she has thus preformed (100 gold at 2nd level, 1000 gold at 4th level, or 5000 gold at 9th level and above) again.

Aura of Courage/Cowardice (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Depending on their alignment, each ally within 10 feet of her gains either a +4 morale bonus on saving throws against fear effects (Good and Neutral) or each enemy within 10 feet takes a -4 morale penalty to the same throws. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay On Hands (Su): Beginning at 3rd level, a good or neutral paladin can heal wounds (her own or those of others) by touch, while an evil paladin can inflict wounds on others by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal (or deal) 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a good or neutral paladin can use this healing power to deal damage to undead crea-

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tures (and an evil paladin can heal undead), dealing (or healing) 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indi-cates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Channel Positive/Negative Energy (Su): When a paladin reaches 5th level, she gains the supernat-ural ability to channel positive or negative energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Aura of Resolve/Despair (Su): At 8th level, a paladin is immune to charm spells and spell-like abili-ties. In addition, each ally within 10 feet of a good or neutral paladin gains a +4 morale bonus on saving throws against charm effects, while each enemy within 10 feet of an evil paladin takes a -4 morale penalty to the same.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Justice/Vengence (Su): At 11th level, a paladin can expend two uses of her lay on hands ability to grant the ability to smite evil (for good paladins), smite chaos (for neutral paladins), or smite good (for evil paladins) to all allies within 10 feet. This smiting attack gets a bonus to the attack roll equal to her Charisma bonus, and a bonus to damage equal to her paladin level. Allies must use this smite ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Crea -tures of opposing alignments gain no benefit from this ability.

Aura of Faith/Sin (Su): At 14th level, any weapon a paladin uses is treated as good (lawful, or evil) aligned for the purposes of overcoming Damage Reduction, not just their blessed armament. Similarly any attack made by an ally within 10 feet of her is treated as good, lawful, or evil aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness/Depravity (Su): At 17th level, a good paladin gains DR 5/evil, while a neutral paladin gains DR 5/chaos, and an evil paladin gains DR 5/good. In addition, all paladins gain immu-nity to compulsion spells and spell-like abilities. Each ally within 10 feet of a good or neutral paladin gains a

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+4 morale bonus on saving throws against compulsion effects, while enemies within 10 feet takes a -4 morale penalty to the same.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy/Unholy/Righteous Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/(opposing alignment). In addition, whenever she channels energy or uses lay on hands, she automatically heals (or deals) the maximum possible amount.

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New ClassesThe following classes are all new. They are not older 3rd Edition or 3.5 Edition classes updated, nor

are they incompatible classes from other source books made compatible with Pathfinder. Care was taken to balance these with the Pathfinder classes, mostly by looking at equivalent class features and such.

Hunter

The Hunter class is a non-magical, ranged attack oriented version of the Ranger, and is basically able to be swapped for the ranger on a one-to-one basis. The hunter can also co-exist along side the ranger at the GM's discretion, which could introduce some fun rivalry between characters.

Alignment: Any

Hit Die: d10

Starting Wealth: 4d6 x 10 gp (average 105 gp)

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 6 + Int Mod

Lvl BAB Fort Ref Will Special1st +1 +2 +2 +0 1st Favored Enemy, Track, Wild Empathy2nd +2 +3 +3 +0 Ranged Precision +1d83rd +3 +3 +3 +1 Endurance, 1st Favored Terrain4th +4 +4 +4 +1 Animal Companion5th +5 +4 +4 +1 2nd Favored Enemy, Hunter Trick6th +6/+1 +5 +5 +2 Improved Empathic Link, Ranged Precision +2d87th +7/+2 +5 +5 +2 Woodland Stride, Hunter Trick8th +8/+3 +6 +6 +2 Swift Tracker, 2nd Favored Terrain9th +9/+4 +6 +6 +3 Evasion, Hunter Trick

10th +10/+5 +7 +7 +3 3rd Favored Enemy, Ranged Precision +3d811th +11/+6/+1 +7 +7 +3 Quarry, Hunter Trick12th +12/+7/+2 +8 +8 +4 Strong Bond13th +13/+8/+3 +8 +8 +4 3rd Favored Terrain, Hunter Trick14th +14/+9/+4 +9 +9 +4 Ranged Precision +4d815th +15/+10/+5 +9 +9 +5 4th Favored Enemy, Hunter Trick16th +16/+11/+6/+1 +10 +10 +5 Improved Evasion17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight, Hunter Trick18th +18/+13/+8/+3 +11 +11 +6 4th Favored Terrain, Ranged Precision +5d819th +19/+14/+9/+4 +11 +11 +6 Improved Quarry, Hunter Trick20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy, Master Hunter

Class Features: All of the following are class features of the hunter.

Weapon and Armour Proficiency:

Favored Enemy (Ex): At 1st level, a hunter selects a creature type from the same list of favored

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enemies as a ranger. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A hunter may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the hunter may select an addi-tional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associ-ated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the hunter's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A hunter adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The hunter rolls 1d20 and adds his hunter level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influ-encing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Ranged Precision (Ex): At 2nd level, a hunter may take a standard action and make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. A hunter's ranged precision attack only works against creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protect a creature from the extra damage.

Unlike with a rogue's sneak attack, the hunter's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the hunter's extra precision damage stacks with sneak attack damage. Treat the 1st hunter's ranged precision attack as a sneak attack in all other ways.

A hunter's bonus to damage on ranged precision attacks increases by +1d8 every 4 levels (+2d8 at 6th , +3d8 at 10th, +4d8 at 14th, and +5d8 at 18th).

Endurance (Ex): A hunter gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a hunter may select a type of terrain from the same list of Favored Terrains as a ranger. The hunter gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A hunter traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the

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one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the hunter's bonuses do not stack; he simply uses whichever bonus is higher.

Animal Companion (Ex): A hunter forms a close bond with an animal companion. This ability func-tions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a ranger, a hunter’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The hunter may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a hunter with an effective druid level of 4 can have one 4th-level companion, two 2nd level companions, or one 1st level and one 3rd level companion.

Each time a hunter’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st level companion). Once an effec-tive druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the hunter’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion).

Hunter Tricks (Ex): At 5th level, a hunter learns the use of hunter’s tricks, which typically grant a boon or bonus to the hunter or a nearby ally. At 5th level, the hunter learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A hunter can use these tricks a total number of times per day equal to ½ his hunter level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A hunter cannot select an individual trick more than once.

The following is a list of hunter tricks and their effects.

Aiding Attack (Ex): The hunter can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the hunter’s next turn gains a +2 circumstance bonus on that attack roll.

Bolster Companion (Ex): The hunter can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the hunter to benefit from this trick.

Catfall (Ex): The hunter can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the hunter takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The hunter can move up to twice his speed as a move action. The hunter does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the hunter can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the hunter suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

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Defensive Bow Stance (Ex): The hunter can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The hunter can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The hunter can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The hunter can use this trick as a free action when he makes an attack against one of his favored enemies. The hunter doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Heel (Ex): The hunter can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the hunter. The animal companion must be able to see and hear the hunter to take this movement.

Hobbling Attack (Ex): The hunter can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by ½ for 1d4 rounds.

Hunter’s Counsel (Ex): As a swift action, the hunter can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The hunter must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Quick Climb (Ex): The hunter can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the hunter can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the hunter can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The hunter can swim at his full speed as a move action without penalty.

Rattling Strike (Ex): The hunter can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the hunter may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Sic 'Em (Ex): The hunter can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the hunter to make this attack.

Skill Sage (Ex): As a free action, the hunter can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the hunter can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The hunter can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The hunter can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the hunter can make a ranged attack that ignores conceal-ment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the hunter gains a +10 insight bonus on Percep-tion checks for 1 round.

Upending Strike (Ex): The hunter can use this trick as a free action just before he makes a

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melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The hunter can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The hunter can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Improved Empathic Link (Su): At 6th level, the hunter grows more in-tune with his chosen animal companion. The hunter gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter can only see through the eyes of one companion at a time, and is blinded while maintaining this connection.

Woodland Stride (Ex): Starting at 7th level, a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a hunter can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): When he reaches 9th level, a hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor, medium armor, or no armor. A helpless hunter does not gain the benefit of evasion.

Quarry (Ex): At 11th level, a hunter can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a hunter can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A hunter can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the hunter sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Strong Bond (Su): At 12th level, the hunter strengthens his bond with his animal companions. The hunter’s effective druid level for his animal companions is now equal to his ranger level; he may immedi-ately allocate these additional levels to his companions as he sees fit.

Improved Evasion (Ex): At 16th level, a hunter's evasion improves. This ability works like evasion, except that while the hunter still takes no damage on a successful Reflex saving throw against attacks, he hence forth takes only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex): While in any of his favored terrains, a hunter of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex): At 19th level, the hunter's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter (Ex): A hunter of 20th level becomes a master hunter. He can always move at full

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speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the ranger's level + the hunter's Wisdom modifier. A hunter can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A hunter can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

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